-
Notifications
You must be signed in to change notification settings - Fork 13
/
GUI.py
1539 lines (1280 loc) · 61.1 KB
/
GUI.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
"""
Classes to draw GUI elements on the screen like buttons, menus, textboxes etc.
"""
__version__ = "alpha"
__author__ = "Nard Janssens, Vinicius Silva, Robert Gowans, Ivan Antalec, Leonardo Marques - See Github PhotonFileUtils"
import math
import time
import pygame
from pygame.locals import *
import GUIhelpers
from GUIhelpers import *
# Common constants which make up the Theme of the GUI
defFontName="Verdana" #Fontname None will take default system font
defFontSize=16#24
defFormBackground=(232,232,232)
defFormForeground=(0,0,0)
defMenuBackground=defFormBackground
defMenuForeground=(0,0,0)
defHighMenuForeground=(255,255,255)
defHighMenuBackground=(68,123,213)
defHighSelectForeground=defHighMenuForeground
defHighSelectBackground=defHighMenuBackground
defEditorBackground=(255,255,255)
defEditorForeground=(0,0,0)
defHighEditorBackground=(255,255,12*16)
defHighEditorForeground=(0,0,0)
defTitlebarBackground=(215,215,215)
#defButtonBackground=(68,123,213)
defButtonBackground=(205,205,205)
defBorder=(173,173,173)
defBorderHover=defHighMenuBackground
########################################################################################################################
## Class MenuBar
########################################################################################################################
class MenuBar():
menus=[]
margins = GRect(4, 4, 4, 4)
height = -1
spacing = 4
minwidth=50
isVisible=True
textcolor=defMenuForeground
backcolor=defMenuBackground
highbackcolor=defHighMenuBackground
highforecolor=defHighMenuForeground
bordercolor = defBorder
activeMenu=None
def __init__(self, pyscreen,fontname=defFontName, fontsize=defFontSize):
""" Saves all values to internal variables. """
self.pyscreen = pyscreen
self.font = pygame.font.SysFont(fontname, fontsize)
self.fontsize=fontsize #store to init menuitems
self.fontname=fontname #store to init menuitems
# Enlarge menubar height if text does not fit
height = self.font.get_linesize() * 0.5
if (height + self.margins.y + self.margins.height) > self.height:
self.height = height + self.margins.y + self.margins.height
def addMenu(self, menutitle,shortcutChar):
""" Adds new menu in the menubar (with empty menulist)."""
# Determine left position of new menu
prevIdx=len(self.menus)-1
if prevIdx==-1:
x=self.margins.x
else:
prevTitle = self.menus[prevIdx]["title"]
prevLeft =self.menus[prevIdx]["left"]
prevWidth = self.menus[prevIdx]["width"]#, height = self.font.size(prevTitle)
#if prevWidth<self.minwidth: prevWidth=self.minwidth
x= prevLeft+prevWidth#+ self.spacing
scNr=0
# Determine width of new menu
width, height = self.font.size(menutitle)
width=width+self.spacing
if width<self.minwidth: width=self.minwidth+self.spacing
# Get position of shortcutchar
for idx,ch in enumerate(menutitle):
if ch==shortcutChar:
scNr=idx
#print (scNr)
# Make menulist
loc=(x,self.height+self.margins.x+self.margins.height+1)
menulist=MenuList(pyscreen=self.pyscreen,location=loc, fontname = self.fontname, fontsize = self.fontsize, title=menutitle)
# Store (menu title, position, position of shortcutchar and menulist) in menudata
menudata={"title":menutitle,"left":x,"width":width,"scChar":scNr, "menulist":menulist}
self.menus.append(menudata)
def addItem(self, menutitle, menuitem, func_on_click):
""" Adds new item to menulist. """
# Find menu in menus, retrieve menulist and add item
for menu in self.menus:
if menu["title"]==menutitle:
menulist=menu["menulist"]
menulist.addItem(menuitem,func_on_click)
def redraw(self):
""" Redraws MenuBar. """
# If not visible, nothing to do
if not self.isVisible: return
# Draw menubar background and border.
w, dummy = pygame.display.get_surface().get_size()
h=self.height+self.margins.y+self.margins.height
pygame.draw.rect(self.pyscreen, self.backcolor, (0,0,w,h), 0)
pygame.draw.rect(self.pyscreen, self.bordercolor , (0, h, w, 1),1)
for menudata in self.menus:
menuleft = menudata["left"]
menuwidth = menudata["width"]
# Highlight current menu if mouse hovers and set textcolor depending if mouse hover or not.
if menudata==self.activeMenu:
#pygame.draw.rect(self.pyscreen, self.highbackcolor, (menuleft-self.spacing, 0,menuwidth, h), 0)
pygame.draw.rect(self.pyscreen, self.highbackcolor, (menuleft, 0, menuwidth, h), 0)
localtextcolor=defHighMenuForeground
else:
localtextcolor=defMenuForeground
# Shortcut letter should be underlines, so we cut menu title in different parts for regular and underline
scNr=menudata["scChar"]
preStr=menudata["title"][:scNr]
scStr=menudata["title"][scNr:scNr+1]
postStr = menudata["title"][scNr + 1:]
#print (scNr,preStr,scStr,postStr)
wPre, dummy = self.font.size(preStr)
wSc, dummy = self.font.size(scStr)
wPost, dummy = self.font.size(postStr)
# Draw text before shorcut Char
self.font.set_underline(False)
textsurface = self.font.render(preStr, True, localtextcolor)
self.pyscreen.blit(textsurface, (menuleft+self.margins.x, self.margins.y))
# Draw shorcut Char
self.font.set_underline(True)
textsurface = self.font.render(scStr,True, localtextcolor)
self.pyscreen.blit(textsurface, (menuleft+self.margins.x +wPre, self.margins.y))
# Draw text after shorcut Char
self.font.set_underline(False)
textsurface = self.font.render(postStr, True, localtextcolor)
self.pyscreen.blit(textsurface, (menuleft+self.margins.x+wPre+wSc, self.margins.y))
menudata["menulist"].redraw()
def handleMouseDown(self, pos,button):
""" Updates menu states if user clicked on menubar. """
# If not clicked, nothing to do
if not button == 1: return
# Check if mouse clicked within menubar area
if pos[1]<=(self.height+self.margins.y+self.margins.height):
# We are handling this so clear queue for others
pygame.event.clear()
# If menu visible/active then hide menu, else show
if self.activeMenu==None:
for menu in self.menus:
if pos[0]>menu["left"] and pos[0]<(menu["left"]+menu["width"]):
self.activeMenu=menu
menulist=menu["menulist"]
menulist.isVisible=True
else:
menulist = menu["menulist"]
menulist.isVisible = False
return True
else:
self.activeMenu["menulist"].isVisible=False
self.activeMenu=None
return
# Call upon menulists to handle mouse (if above menulists). """
for menu in self.menus:
if menu["menulist"].handleMouseDown(pos,button): return True
def handleMouseUp(self, pos,button):
""" Updates menu states if user clicked on menubar. """
if not button == 1: return
# Call upon menulists to handle mouse (if above menulists). """
for menu in self.menus:
# If menulist accepts MouseUp we can close menulist and active item in menubar
if menu["menulist"].handleMouseUp(pos,button):
# We are handling this so clear queue for others
pygame.event.clear()
self.activeMenu["menulist"].isVisible = False
self.activeMenu = None
return True
# If we are below menubar and nothing in menulists (not returned True) then user clicks on workarea of window to hide all menus
if pos[1]>=(self.height+self.margins.y+self.margins.height):
if self.activeMenu:
# We are handling this so clear queue for others
pygame.event.clear()
self.activeMenu["menulist"].isVisible=False
self.activeMenu=None
def handleMouseMove(self, pos):
""" Switch open menu if in menubar else call upon menulists to handle mouse (if above menulists). """
# Move activemenu if mouse is moving within menubar area and menu is active
if pos[1] <= (self.height + self.margins.y + self.margins.height):
if not self.activeMenu == None:
for menu in self.menus:
if pos[0] > menu["left"] and pos[0] < (menu["left"] + menu["width"]):
self.activeMenu = menu
menulist = menu["menulist"]
menulist.isVisible = True
else:
menulist = menu["menulist"]
menulist.isVisible = False
# We are handling this so clear queue for others
pygame.event.clear()
return True
# Let menulist check if mouse moved within their areas
for menu in self.menus:
if menu["menulist"].handleMouseMove(pos): return True
def handleKeyDown(self,key,unicode):
isAlt = (pygame.key.get_mods() & pygame.KMOD_ALT)
if isAlt:
for menu in self.menus:
scNr=menu["scChar"]
title=menu["title"]
scChr=title[scNr]
scNr=ord(scChr)-ord("A")
keyNr=key-pygame.K_a
if keyNr == scNr:
self.activeMenu=menu
menulist=menu["menulist"]
menulist.isVisible=True
else:
menulist = menu["menulist"]
menulist.isVisible = False
# We are handling this so clear queue for others
pygame.event.clear()
def openMenu(self,menutitle):
""" Opens menu. """
for idx,(title, shortcutChar, items, state) in enumerate(self.menus):
if title == menutitle:
self.menus[idx][3]= True
else:
self.menus[idx][3] = False
########################################################################################################################
## Class MenuList
########################################################################################################################
class MenuList():
title=""
pos=GRect(0, 0, 0, 0)
items=[]
margins=GRect(4, 4, 4, 4)
rowheight=0
spacing=4
activeItem=-1
isVisible=False
textcolor = defMenuForeground
backcolor = defMenuBackground
highbackcolor = defHighMenuBackground
highforecolor = defHighMenuForeground
bordercolor = defBorder
activeItem=-1
def __init__(self, pyscreen, location, margins=GRect(6, 6, 6, 6), fontname=defFontName, fontsize=defFontSize, title="unknown"):
""" Saves all values to internal variables. """
self.pyscreen = pyscreen
l_x = location[0]
l_y = location[1]-1
self.margins=margins
self.font = pygame.font.SysFont(fontname, fontsize)
self.title=title
self.items=[]
# Enlarge width and height if text does not fit
width, height = self.font.size("MinimalText")
l_width = width + self.margins.x + self.margins.width
l_height= 1*height++ self.margins.y + self.margins.height
self.pos=GRect(l_x,l_y,l_width,l_height)
self.rowheight = height
def addItem(self,menuitem,func_on_click):
""" Add menulist item and adjust menulist height and width (if needed) """
#Add item
itemdata = (menuitem,func_on_click)
self.items.append(itemdata)
# Adjust height and width only if needed
width, height = self.font.size(menuitem)
if (width+self.margins.x+self.margins.width) >self.pos.width: self.pos.width=width+self.margins.x+self.margins.width
self.pos.height= len(self.items)*(self.rowheight+self.spacing)+ self.margins.y + self.margins.height-self.spacing # extract 1x spacing at the bottom
def redraw(self):
""" Redraws MenuList. """
# If not visible nothing to do
if not self.isVisible:
self.activeItem=-1 # so on reopening we don have floating cursor
return
# Draw background and border
pygame.draw.rect(self.pyscreen, self.backcolor, self.pos.tuple (), 0)
pygame.draw.rect(self.pyscreen, self.bordercolor, (self.pos.tuple()), 1)
# Draw item text
for row,(text,func_on_click) in enumerate(self.items):
rowtop=self.pos.y+self.margins.y+row*(self.rowheight+self.spacing)
if row==self.activeItem:
pygame.draw.rect(self.pyscreen, self.highbackcolor,(self.pos.x+self.margins.x, rowtop-int(self.spacing/2), self.pos.width-self.margins.x-self.margins.width, self.rowheight), 0)
localtextcolor = defHighMenuForeground
else:
localtextcolor = defMenuForeground
textsurface = self.font.render(text,True, localtextcolor)
self.pyscreen.blit(textsurface, (self.pos.x+self.margins.x, rowtop))
def handleMouseMove(self, pos):
""" Highlights menulist item if mouse hover above."""
if not self.isVisible: return
if pos[0] > self.pos.x and pos[0] < (self.pos.x+self.pos.width) and \
pos[1] < (self.pos.y + self.pos.height):
rely=pos[1]-self.pos.y
self.activeItem=int((rely-self.margins.y)/(self.rowheight+self.spacing))
# We are handling this so clear queue for others
pygame.event.clear()
return True
def handleMouseDown(self, pos,button):
return
def handleMouseUp(self, pos,button):
""" Calls on user function if clicked on menu item."""
if not button == 1: return
if not self.isVisible: return
gpos=GPoint.fromTuple(pos)
if gpos.inGRect(self.pos):
# We are handling this so clear queue for others
pygame.event.clear()
for row, (item, func_on_click) in enumerate(self.items):
if row == self.activeItem:
if not func_on_click==None:
func_on_click()
self.isVisible=False
return True
########################################################################################################################
## Class ImgBox
########################################################################################################################
class ImgBox():
rect=GRect()
img=None
hoverimg=None
hoverActive=False
action=None
visible=True
drawBorder=False
resizeto=GPoint()
#Tooltip vars
toolTipLabel=None
firstHoverTime = 0
firstHoverPos=GPoint(0,0)
def __init__(self, pyscreen, filename,filename_hover=None, pos=(0,0),bordercolor=defBorder,borderhovercolor=defBorderHover,drawBorder=False,
toolTip="",
resizeto=None,func_on_click=None):
""" Saves all values to internal variables. """
self.pyscreen = pyscreen
self.bordercolor = bordercolor
self.borderhovercolor=borderhovercolor
self.drawBorder=drawBorder
self.func_on_click=func_on_click
# Load image and resize to fit
self.img=pygame.image.load(filename)
if not filename_hover==None:
self.hoverimg = pygame.image.load(filename_hover)
# If user want other size we try to resize
try:
if not resizeto == None:
self.img=pygame.transform.scale(self.img, resizeto)
if not filename_hover==None:
self.hoverimg = pygame.transform.scale(self.hoverimg, resizeto)
except Exception as err:
print(err)
# Determine size of control based on image size
imgrect=self.img.get_rect()
self.rect=GRect(imgrect[0],imgrect[1],imgrect[2],imgrect[3])
self.rect.x=pos[0]
self.rect.y=pos[1]
#And setup tooltip
# We need to figure out the correct width correct width of tooltip
if not toolTip=="":
self.toolTipLabel = Label(pyscreen, rect=GRect(self.rect.right, self.rect.height, 1024, 20),
text=toolTip, drawBorder=True, borderwidth=1, backcolor=defHighEditorBackground,
fontsize=defFontSize-2,
textcolor=defHighEditorForeground, autowrap=True)
max_width=0
for line in toolTip.split("\n"):
text_width, text_height = self.toolTipLabel.font.size(line) # needed for self.autoheight
if text_width>max_width: max_width=text_width
self.toolTipLabel.rect.width=max_width+self.toolTipLabel.margin.x+self.toolTipLabel.margin.width
self.toolTipLabel.visible=False
def redraw(self):
""" Redraws ImgBox. """
# If not visible nothing to do.
if not self.visible: return
# Draw Image to screen
self.pyscreen.blit(self.img,self.rect.tuple())
# On hover draw hover image available
if self.hoverActive and not self.hoverimg==None:
self.pyscreen.blit(self.hoverimg, self.rect.tuple())
else:
self.pyscreen.blit(self.img, self.rect.tuple())
# On hover drawborder if drawBorder is True
if self.drawBorder:
if self.hoverActive:
pygame.draw.rect(self.pyscreen,self.borderhovercolor, self.rect.tuple(), 1)
else:
pygame.draw.rect(self.pyscreen, self.bordercolor, self.rect.tuple(), 1)
def handleMouseMove(self, pos):
""" Updates state of ImgBox on hover. """
gpos=GPoint(pos[0],pos[1])
if gpos.inGRect(self.rect):
self.hoverActive=True
# We are handling this so clear queue for others
pygame.event.clear()
else:
self.hoverActive=False
def handleMouseUp(self, pos,button):
""" Calls on user function if clicked."""
if not button==1: return
gpos = GPoint(pos[0], pos[1])
if gpos.inGRect(self.rect):
# We are handling this so clear queue for others
pygame.event.clear()
if not self.func_on_click==None:
self.func_on_click()
def handleMouseDown(self,pos,button):
return
def handleKeyDown(self,key,unicode):
return
def handleToolTips(self,pos):
""" Returns label control with tooltip if hovered long enough. """
# if user did not set a tooltip nothing to do
if self.toolTipLabel==None: return None
#Check if mouse above control, if not exit
gpos=GPoint.fromTuple(pos)
if not gpos.inGRect(self.rect):
self.firstHoverTime=0
self.firstHoverPos=GPoint(0,0)
self.toolTipLabel.visible = False
return None
#Check if first time hovering, if so set timer
if self.firstHoverTime==0:
self.firstHoverPos=gpos
self.firstHoverTime=time.time()
#Check if moved since hovering, if so reset counter and exit
dif=self.firstHoverPos-gpos
if math.sqrt(dif.x*dif.x+dif.y*dif.y)>5:
self.firstHoverPos=GPoint(0,0)
self.firstHoverTime=0
self.toolTipLabel.visible = False
return None
#Check if hovered enough time and return tooltip
timeHovered=time.time()-self.firstHoverTime
if timeHovered>1.5 and not self.toolTipLabel.text=="" :
self.toolTipLabel.visible=True
self.toolTipLabel.rect.x = gpos.x
self.toolTipLabel.rect.y = gpos.y
#check if tooltip overflow right edge of pyscreen
if self.toolTipLabel.rect.right>self.pyscreen.get_size()[0]:
self.toolTipLabel.rect.x=gpos.x-self.toolTipLabel.rect.width
return self.toolTipLabel
########################################################################################################################
## Class Button
########################################################################################################################
class Button():
# We need 3 buttonstates so boolean var does not suffice
normal=0
hover=1
down=2
state= False
rect=None
img=None
hoverimg=None
downimg = None
action=None
borderwidth=1
visible=True
def __init__(self, pyscreen, rect=GRect(0,0,60,40),text="Button", textcolor=(0,0,0),fontname=defFontName, fontsize=defFontSize, backcolor=defButtonBackground,filename=None,filename_hover=None,filename_down=None, bordercolor=defBorder, borderhovercolor=defBorderHover,func_on_click=None):
""" Saves all values to internal variables. """
self.pyscreen = pyscreen
self.text=text
self.textcolor=textcolor
self.font = pygame.font.SysFont(fontname, fontsize)
text_width, text_height = self.font.size(text)
self.twidth=text_width
self.theight=text_height
self.bordercolor = bordercolor
self.borderhovercolor=borderhovercolor
self.backcolor=backcolor
self.func_on_click=func_on_click
if func_on_click==None: print ("None")
if not filename_hover==None:
self.hoverimg = pygame.image.load(filename_hover)
if not filename_down==None:
self.downimg = pygame.image.load(filename_down)
# If button is image than dimensions are determined by image size
if not filename == None:
self.img = pygame.image.load(filename)
imgrect = self.img.get_rect()
self.rect=GRect(rect.x,rect.y,imgrect[2],imgrect[3])
# Otherwise we listen to the dimensions the user gave us
else:
self.rect=rect
def redraw(self):
""" Redraws Button. """
# If not visible nothing to do.
if not self.visible: return
# Draw image (if available) corresponding to button state
if self.state==self.hover and not self.hoverimg==None:
self.pyscreen.blit(self.hoverimg, self.rect.tuple())
elif self.state==self.down and not self.downimg==None:
self.pyscreen.blit(self.downimg, self.rect.tuple())
elif not self.img==None:
if self.state==self.down:#shift image if down
self.pyscreen.blit(self.img, (self.rect.x + self.borderwidth, self.rect.y + self.borderwidth))
else:
self.pyscreen.blit(self.img, self.rect.tuple())
else:
pygame.draw.rect(self.pyscreen, self.backcolor,self.rect.tuple(), 0)
# Draw border (if available) corresponding to button state
if self.borderwidth>0:
if self.borderwidth == 1:
if self.state==self.down or self.state==self.hover:
pygame.draw.rect(self.pyscreen, self.borderhovercolor, self.rect.tuple(), 1)
else:
pygame.draw.rect(self.pyscreen, self.bordercolor, self.rect.tuple(), 1)
else:#make 3d border
if self.state==self.down:
topleftcolor=(64,64,64)
bottomrightcolor=(192,192,192)
else:
topleftcolor = (192, 192, 192)
bottomrightcolor = (64, 64, 64)
for inset in range (0,self.borderwidth):
#top and left border
pygame.draw.rect(self.pyscreen, topleftcolor, (self.rect.x,self.rect.y+inset,self.rect.width-inset,1), 1)
pygame.draw.rect(self.pyscreen, topleftcolor, (self.rect.x+inset, self.rect.y, 1, self.rect.height-inset), 1)
#bottom en right border
pygame.draw.rect(self.pyscreen, bottomrightcolor, (self.rect.x+inset,self.rect.y+self.rect.height-inset,self.rect.width-inset,1), 1)
pygame.draw.rect(self.pyscreen, bottomrightcolor, (self.rect.x+self.rect.width-inset, self.rect.y+inset, 1, self.rect.height-inset), 1)
# Draw text (if available) and shift text if down
if not self.text=="":
textsurface = self.font.render(self.text, True,self.textcolor)
dx=int(self.rect.width-self.twidth)/2
dy=int(self.rect.height-self.theight)/2
if self.state == self.down: # shift text if down
dx=dx+self.borderwidth
dy=dy+self.borderwidth
self.pyscreen.blit(textsurface, (self.rect.x + dx, self.rect.y+dy))
def handleMouseMove(self, pos):
""" Updates state of Button on hover. """
gpos=GPoint(pos[0],pos[1])
if gpos.inGRect(self.rect):
self.state=self.hover
# We are handling this so clear queue for others
pygame.event.clear()
else:
self.state=self.normal
#print (self.state)
def handleMouseUp(self, pos,button):
""" Calls on user function if clicked."""
if not button == 1: return
gpos=GPoint(pos[0],pos[1])
if gpos.inGRect(self.rect):
self.state=self.normal
# We are handling this so clear queue for others
pygame.event.clear()
if not self.func_on_click==None:
self.func_on_click()
def handleMouseDown(self,pos,button):
""" Updates state of Button on down. """
if not button == 1: return
gpos=GPoint(pos[0],pos[1])
if gpos.inGRect(self.rect):
# We are handling this so clear queue for others
pygame.event.clear()
self.state=self.down
def handleKeyDown(self,key,unicode):
return
########################################################################################################################
## Class ScrollBarV
########################################################################################################################
class ScrollBarV():
# We need 3 buttonstates so boolean var does not suffice
normal=0
hover=1
down=2
state= False
rect = None
action = None
borderwidth = 1
visible = True
#todo: replace forecolor with def constant
def __init__(self, pyscreen, rect=GRect(0, 0, 60, 40), forecolor=(0,0,0), sfontsize=defFontSize, sbackcolor=defButtonBackground, sbordercolor=defBorder, sborderhovercolor=defBorderHover, func_on_click=None,minScroll=0, maxScroll=128,curScroll=0,smallScroll=1, largeScroll=8):
""" Saves all values to internal variables. """
self.pyscreen = pyscreen
self.rect=rect
self.bordercolor = sbordercolor
self.borderhovercolor = sborderhovercolor
self.backcolor = sbackcolor
self.forecolor=forecolor
self.func_on_click = func_on_click
self.minScroll=minScroll
self.maxScroll=maxScroll
self.curScroll = curScroll
self.smallScroll=smallScroll
self.largeScroll=largeScroll
# Add up and down button
self.btnUp = Button(pyscreen, text="^", bordercolor=sbordercolor, borderhovercolor=sborderhovercolor,
textcolor=forecolor, func_on_click=self.scrollUp)
self.btnDown = Button(pyscreen, text="v", bordercolor=sbordercolor, borderhovercolor=sborderhovercolor,
textcolor=forecolor, func_on_click=self.scrollDown)
def scrollDown(self,isLargeScroll=False):
""" Decreases current scroll value. """
# Check if we have to take a small step or a large step
if not isLargeScroll:
self.curScroll=self.curScroll+self.smallScroll
else:
self.curScroll = self.curScroll + self.largeScroll
if self.curScroll>self.maxScroll: self.curScroll=self.maxScroll
# Send curScroll to parent
if not self.func_on_click ==None: self.func_on_click(self.curScroll)
#print("scroll Up: ",self.curScroll)
def scrollUp(self,isLargeScroll=False):
""" Inreases current scroll value. """
# Check if we have to take a small step or a large step
if not isLargeScroll:
self.curScroll = self.curScroll - self.smallScroll
else:
self.curScroll=self.curScroll - self.largeScroll
if self.curScroll < self.minScroll: self.curScroll = self.minScroll
# Send curScroll to parent
if not self.func_on_click==None: self.func_on_click(self.curScroll)
#print("scroll Down: ", self.curScroll, isLargeScroll, self.smallScroll)
def redraw(self):
""" Redraws ScrollBarV. """
# If not visible nothing to do.
if not self.visible: return
# Position up and down buttons
self.btnUp.rect= GRect(self.rect.x, self.rect.y, self.rect.width, self.rect.width)
self.btnDown.rect = GRect(self.rect.x, self.rect.y + self.rect.height - self.rect.width, self.rect.width, self.rect.width)
# Draw background
pygame.draw.rect(self.pyscreen, self.backcolor, self.rect.tuple(), 0)
# Determine scroll area between up and down buttons
innerRect=self.rect.copy()
innerRect.y=self.rect.y+self.btnUp.rect.height
innerRect.height=self.rect.height-self.btnUp.rect.height-self.btnDown.rect.height
# Determine at what percentage of this area we clicked
indYrel=(self.curScroll-self.minScroll)/(self.maxScroll-self.minScroll)
#indY=innerRect.bottom-indYrel*innerRect.height
indY=innerRect.top+indYrel*innerRect.height
# Draw indicator at the height we clicked.
indRect=self.rect.copy()
indRect.y=indY-1
indRect.height=3
pygame.draw.rect(self.pyscreen, self.forecolor, indRect.tuple(), 0)
# Draw border depending on state of ScrollbarV.
if self.borderwidth == 1:
if self.state == self.down or self.state == self.hover:
pygame.draw.rect(self.pyscreen, self.borderhovercolor, self.rect.tuple(), 1)
else:
pygame.draw.rect(self.pyscreen, self.bordercolor, self.rect.tuple(), 1)
# Call upon up and down buttons to redraw themselves
self.btnDown.redraw()
self.btnUp.redraw()
def handleMouseMove(self, pos):
""" Updates state of Scroll Area and Up and Down buttons on hover. """
gpos=GPoint(pos[0],pos[1])
if gpos.inGRect(self.rect):
# We are handling this so clear queue for others
pygame.event.clear()
self.state=self.hover
else:
self.state=self.normal
# Call upon buttons to check if MouseMove (hover) above them
self.btnUp.handleMouseMove(pos)
self.btnDown.handleMouseMove(pos)
def handleMouseUp(self, pos,button):
""" Transmits MouseUp to up and down button. """
#If not left mousebutton then nothing to do
if not button == 1: return
# Call upon buttons to check for MouseUp above them
self.btnUp.handleMouseUp(pos,button)
self.btnDown.handleMouseUp(pos, button)
def handleMouseDown(self,pos,button):
""" Updates state of Scroll Area and Up and Down buttons on mousedown. """
#If not left mousebutton then nothing to do
if not button == 1: return
#Check if in rect
gpos=GPoint(pos[0],pos[1])
if not gpos.inGRect(self.rect): return
# We are handling this so clear queue for others
pygame.event.clear()
# Set state if clicked within area
self.state=self.down
# Determine scroll area between up and down buttons
innerRect = self.rect.copy()
innerRect.y = self.rect.y + self.btnUp.rect.height
innerRect.height = self.rect.height - self.btnUp.rect.height - self.btnDown.rect.height
# Check if mouseclick inside scroll area
if gpos.inGRect(innerRect):
# Determine at what screen position the scroll indicator is.
indYrel = (self.curScroll - self.minScroll) / (self.maxScroll - self.minScroll)
indY = innerRect.top + indYrel * innerRect.height
# If clicked above indicator we scroll up and vice versa
if gpos.y > indY: self.scrollDown(True)
if gpos.y < indY: self.scrollUp(True)
# Call upon buttons to check for MouseDown above them
self.btnUp.handleMouseDown(pos, button)
self.btnDown.handleMouseDown(pos, button)
def handleKeyDown(self,key,unicode):
return
########################################################################################################################
## Class ListBox
########################################################################################################################
class ListBox():
items=[]
rect = GRect(0, 0, 80, 32)
margins = GRect(4, 4, 4, 4)
bordercolor = (128, 128, 128)
backcolor = defEditorBackground
textcolor = defEditorForeground
highbackcolor = defHighSelectBackground
hightextcolor = defHighSelectForeground
font=None
fontname = "Consolas"
fontsize = 16
activeItem=-1
rowheight=0
spacing=4
offset=0
visible=True
def __init__(self, pyscreen, rect=GRect(100, 40, 80, 80), items=None,fontname=defFontName, fontsize=defFontSize,func_on_click=None):
""" Saves all values to internal variables. """
self.pyscreen = pyscreen
self.rect=rect
self.items=items
self.font = pygame.font.SysFont(fontname, fontsize)
text_width, text_height = self.font.size("M[].j")
self.rowheight=text_height
self.items=items
if not func_on_click==None: self.func_on_click=func_on_click
# Resize ListBox so the height is a full number of rows
self.nritems = int(self.rect.height / (self.rowheight + self.spacing))
self.rect.height=self.nritems*(self.rowheight + self.spacing)
# Add scrollbar
self.scrollbarV=ScrollBarV(pyscreen,func_on_click=self.scrollItems)
def setItems(self, items):
""" Update items in ListBox """
self.items=items
self.offset=0
self.activeItem=-1
def items(self):
""" Return items in ListBox """
return self.items
def scrollItems(self,curScroll):
""" Sets first listitem to show ListBox to curScroll"""
self.offset=curScroll
def redraw(self):
""" Redraws ListBox. """
# If not visible nothing to do.
if not self.visible: return
# Draw background and border
pygame.draw.rect(self.pyscreen, self.backcolor, self.rect.tuple(), 0)
pygame.draw.rect(self.pyscreen, self.bordercolor, self.rect.tuple(),1)
# If no items to display nothing to do.
if self.items==None: return
#set Scrollbar so if listbox is moved or listitems are added/removed, the scrollbar is still correct.
# Resize ListBox so the height is a full number of rows
self.nritems = int(self.rect.height / (self.rowheight + self.spacing))
self.rect.height = self.nritems * (self.rowheight + self.spacing)
# Draw all items beginning with with offset determined by curScroll of scrollbarV
for row in range(0,self.nritems):
idx=row+self.offset
if idx<len(self.items):
item=self.items[idx]
rowtop = self.rect.y + self.margins.y + row * (self.rowheight + self.spacing)
if idx==self.activeItem:
pygame.draw.rect(self.pyscreen, self.highbackcolor,(self.rect.x+self.margins.x, rowtop-int(self.spacing/2), self.rect.width-self.margins.x-self.margins.width, self.rowheight), 0)
textsurface = self.font.render(item, True, self.hightextcolor)
else:
textsurface = self.font.render(item, True, self.textcolor)
self.pyscreen.blit(textsurface, (self.rect.x + self.margins.x, self.rect.y + self.margins.y+row*(self.rowheight+self.spacing)),(0,0,self.rect.width,self.rowheight+self.spacing))
# Position scrollbar and call upon scrollbarV to redraw itself
scrollRect = self.rect.copy()
scrollRect.width = self.fontsize
scrollRect.x = self.rect.right - scrollRect.width
self.scrollbarV.rect=scrollRect
self.scrollbarV.maxScroll = len(self.items)-self.nritems
self.scrollbarV.largeScroll = self.nritems
self.scrollbarV.visible = True if (len(self.items) > self.nritems) else False
self.scrollbarV.redraw()
def activeText(self):
""" Returns the selected item in ListBox. """
try:
return self.items[self.activeItem]
except:
print ("Error from ListBox.activeText()")
return ""
def handleMouseDown(self,pos,button):
""" Handles scroll with mousewheel and mousedown on item in ListBox. """
# Check if we clicked inside the area where the items are displayed
gpos=GPoint.fromTuple(pos)
innerRect=self.rect.copy()
if self.scrollbarV.visible: innerRect.width=innerRect.width-self.scrollbarV.rect.width
if gpos.inGRect(innerRect):
# Mousedown on item, store it in activeItem
if button == 1:
rely=pos[1]-self.rect.y
self.activeItem=self.offset+ int((rely-self.margins.y)/(self.rowheight+self.spacing))
#print ("down on: ", self.activeItem,self.activeText())
# Mousewheel UP, so scroll up by setting offset (first item to be displayed)
if button==4: # mousewheel up
self.offset=self.offset-1
if self.offset<0: self.offset=0
self.scrollbarV.curScroll = self.offset # Tell scrollBarV our new position.
# Mousewheel Down, so scroll down by setting offset (first item to be displayed)
if button==5:
self.offset = self.offset + 1
if self.offset>(len(self.items)-self.nritems): self.offset=len(self.items)-self.nritems
self.scrollbarV.curScroll = self.offset # Tell scrollBarV our new position.
# We are handling this so clear queue for others
pygame.event.clear()
# Else ask to check if clicked on scrollbarV
else:
self.scrollbarV.handleMouseDown(pos,button)
def handleMouseUp(self,pos,button):
""" Calls on user function if clicked."""
# Check if we clicked with left mouse button
if not button == 1: return
# Check if we clicked inside the area where the items are displayed
gpos=GPoint.fromTuple(pos)
innerRect=self.rect.copy()
if self.scrollbarV.visible: innerRect.width=innerRect.width-self.scrollbarV.rect.width
if gpos.inGRect(innerRect):
# We are handling this so clear queue for others
pygame.event.clear()
if not self.func_on_click==None: self.func_on_click(self.activeText())
else:
# Else ask to check if clicked on scrollbarV
self.scrollbarV.handleMouseUp(pos,button)
def handleMouseMove(self,pos):
""" Calls upon scrollbarV to handle MouseMove if needed """
self.scrollbarV.handleMouseMove(pos)
return
def handleKeyDown(self,key,unicode):
return