Files
mopidy-touchscreen/mopidy_touchscreen/screen_objects.py
2014-07-26 14:28:41 +02:00

225 lines
7.0 KiB
Python

import pygame
import logging
import math
logger = logging.getLogger(__name__)
class ScreenObjectsManager():
def __init__(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
self.touch_objects = {}
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):
def __init__(self, font, text, pos, size):
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:
BaseItem.__init__(self, pos, size)
else:
BaseItem.__init__(self, pos, self.box.get_rect().size)
if size is not None:
if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
self.fit_horizontal = False
self.text += " "
self.original_text = self.text
self.step = 0
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:
BaseItem.__init__(self, pos, (pos[0] + self.box.get_rect().width, pos[1] + self.box.get_rect().height))
self.fit_horizontal = True
self.fit_vertical = True
def update(self):
if not self.fit_horizontal:
if self.text == self.original_text:
if self.step > 90:
self.step = 0
new_text = self.text[1:]
new_text = new_text + self.text[:1]
self.text = new_text
else:
self.step += 1
elif self.step > 5:
self.step = 0
new_text = self.text[1:]
new_text = new_text + self.text[:1]
self.text = new_text
else:
self.step += 1
def render(self, surface):
if self.fit_horizontal:
self.box
else:
self.box = self.font.render(self.text, True, self.color)
surface.blit(self.box, self.pos, area=self.rect)
def set_text(self, text, same_size):
if same_size:
TextItem.__init__(self, self.font, text, self.pos, None)
else:
TextItem.__init__(self, self.font, text, self.pos, self.size)
class TouchObject(BaseItem):
def __init__(self, pos, size):
BaseItem.__init__(self, pos, size)
self.active = False
def is_pos_inside(self, pos):
return self.rect_in_pos.collidepoint(pos)
def set_active(self, active):
self.active = active
class TouchAndTextItem(TouchObject, TextItem):
def __init__(self, font, text, pos, size):
TextItem.__init__(self, font, text, pos, size)
TouchObject.__init__(self, pos, self.size)
def update(self):
TextItem.update(self)
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(self.max), pos, None)
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 update(self):
pass
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.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)
self.back_bar.fill((255, 255, 255))
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, 0))
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):
logger.error(current_item)
self.current_item = current_item
self.bar_pos = float(self.current_item)/float(self.max) * float(self.size[1])