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"""
"""
import os, re
import pygame
from const import *
import surface
def _list_themes(dir):
d = {}
for entry in os.listdir(dir):
if os.path.exists(os.path.join(dir, entry, 'config.txt')):
d[entry] = os.path.join(dir, entry)
return d
class Theme:
"""Theme interface.
<p>If you wish to create your own theme, create a class with this interface, and
pass it to gui.App via <tt>gui.App(theme=MyTheme())</tt>.</p>
<strong>Default Theme</strong>
<pre>Theme(dirs='default')</pre>
<dl>
<dt>dirs<dd>Name of the theme dir to load a theme from. May be an absolute path to a theme, if pgu is not installed, or if you created your own theme. May include several dirs in a list if data is spread across several themes.
</dl>
<strong>Example</strong>
<code>
theme = gui.Theme("default")
theme = gui.Theme(["mytheme","mytheme2"])
</code>
"""
def __init__(self,dirs='default'):
self.config = {}
self.dict = {}
self._loaded = []
self.cache = {}
self._preload(dirs)
pygame.font.init()
def _preload(self,ds):
if not isinstance(ds, list):
ds = [ds]
for d in ds:
if d not in self._loaded:
self._load(d)
self._loaded.append(d)
def _load(self, name):
#theme_dir = themes[name]
#try to load the local dir, or absolute path
dnames = [name]
#if the package isn't installed and people are just
#trying out the scripts or examples
dnames.append(os.path.join(os.path.dirname(__file__),"..","..","data","themes",name))
#if the package is installed, and the package is installed
#in /usr/lib/python2.3/site-packages/pgu/
#or c:\python23\lib\site-packages\pgu\
#the data is in ... lib/../share/ ...
dnames.append(os.path.join(os.path.dirname(__file__),"..","..","..","..","share","pgu","themes",name))
dnames.append(os.path.join(os.path.dirname(__file__),"..","..","..","..","..","share","pgu","themes",name))
for dname in dnames:
if os.path.isdir(dname): break
if not os.path.isdir(dname):
raise 'could not find theme '+name
fname = os.path.join(dname,"config.txt")
if os.path.isfile(fname):
try:
f = open(fname)
for line in f.readlines():
vals = line.strip().split()
if len(vals) < 3: continue
cls = vals[0]
del vals[0]
pcls = ""
if cls.find(":")>=0:
cls,pcls = cls.split(":")
attr = vals[0]
del vals[0]
self.config[cls+":"+pcls+" "+attr] = (dname, vals)
finally:
f.close()
fname = os.path.join(dname,"style.ini")
if os.path.isfile(fname):
import ConfigParser
cfg = ConfigParser.ConfigParser()
f = open(fname,'r')
cfg.readfp(f)
for section in cfg.sections():
cls = section
pcls = ''
if cls.find(":")>=0:
cls,pcls = cls.split(":")
for attr in cfg.options(section):
vals = cfg.get(section,attr).strip().split()
self.config[cls+':'+pcls+' '+attr] = (dname,vals)
is_image = re.compile('\.(gif|jpg|bmp|png|tga)$', re.I)
def _get(self,key):
if not key in self.config: return
if key in self.dict: return self.dict[key]
dvals = self.config[key]
dname, vals = dvals
#theme_dir = themes[name]
v0 = vals[0]
if v0[0] == '#':
v = pygame.color.Color(v0)
elif v0.endswith(".ttf") or v0.endswith(".TTF"):
v = pygame.font.Font(os.path.join(dname, v0),int(vals[1]))
elif self.is_image.search(v0) is not None:
v = pygame.image.load(os.path.join(dname, v0))
else:
try: v = int(v0)
except: v = pygame.font.SysFont(v0, int(vals[1]))
self.dict[key] = v
return v
def get(self,cls,pcls,attr):
"""Interface method -- get the value of a style attribute.
<pre>Theme.get(cls,pcls,attr): return value</pre>
<dl>
<dt>cls<dd>class, for example "checkbox", "button", etc.
<dt>pcls<dd>pseudo class, for example "hover", "down", etc.
<dt>attr<dd>attribute, for example "image", "background", "font", "color", etc.
</dl>
<p>returns the value of the attribute.</p>
<p>This method is called from [[gui-style]].</p>
"""
if not self._loaded: self._preload("default")
o = cls+":"+pcls+" "+attr
#if not hasattr(self,'_count'):
# self._count = {}
#if o not in self._count: self._count[o] = 0
#self._count[o] += 1
if o in self.cache:
return self.cache[o]
v = self._get(cls+":"+pcls+" "+attr)
if v:
self.cache[o] = v
return v
pcls = ""
v = self._get(cls+":"+pcls+" "+attr)
if v:
self.cache[o] = v
return v
cls = "default"
v = self._get(cls+":"+pcls+" "+attr)
if v:
self.cache[o] = v
return v
v = 0
self.cache[o] = v
return v
def box(self,w,s):
style = w.style
c = (0,0,0)
if style.border_color != 0: c = style.border_color
w,h = s.get_width(),s.get_height()
s.fill(c,(0,0,w,style.border_top))
s.fill(c,(0,h-style.border_bottom,w,style.border_bottom))
s.fill(c,(0,0,style.border_left,h))
s.fill(c,(w-style.border_right,0,style.border_right,h))
def getspacing(self,w):
# return the top, right, bottom, left spacing around the widget
if not hasattr(w,'_spacing'): #HACK: assume spacing doesn't change re pcls
s = w.style
xt = s.margin_top+s.border_top+s.padding_top
xr = s.padding_right+s.border_right+s.margin_right
xb = s.padding_bottom+s.border_bottom+s.margin_bottom
xl = s.margin_left+s.border_left+s.padding_left
w._spacing = xt,xr,xb,xl
return w._spacing
def resize(self,w,m):
def func(width=None,height=None):
#ww,hh = m(width,height)
ow,oh = width,height
s = w.style
pt,pr,pb,pl = s.padding_top,s.padding_right,s.padding_bottom,s.padding_left
bt,br,bb,bl = s.border_top,s.border_right,s.border_bottom,s.border_left
mt,mr,mb,ml = s.margin_top,s.margin_right,s.margin_bottom,s.margin_left
xt = pt+bt+mt
xr = pr+br+mr
xb = pb+bb+mb
xl = pl+bl+ml
ttw = xl+xr
tth = xt+xb
ww,hh = None,None
if width != None: ww = width-ttw
if height != None: hh = height-tth
ww,hh = m(ww,hh)
rect = pygame.Rect(0 + xl, 0 + xt, ww, hh)
w._rect_content = rect #pygame.Rect(0 + xl, 0 + xt, width, height)
#r = rect
if width == None: width = ww
if height == None: height = hh
#if the widget hasn't respected the style.width,
#style height, we'll add in the space for it...
width = max(width-ttw,ww,w.style.width)
height = max(height-tth,hh,w.style.height)
#width = max(ww,w.style.width-tw)
#height = max(hh,w.style.height-th)
r = pygame.Rect(rect.x,rect.y,width,height)
w._rect_padding = pygame.Rect(r.x-pl,r.y-pt,r.w+pl+pr,r.h+pt+pb)
r = w._rect_padding
w._rect_border = pygame.Rect(r.x-bl,r.y-bt,r.w+bl+br,r.h+bt+bb)
r = w._rect_border
w._rect_margin = pygame.Rect(r.x-ml,r.y-mt,r.w+ml+mr,r.h+mt+mb)
#align it within it's zone of power.
dx = width-rect.w
dy = height-rect.h
#rect.x += (1)*dx/2
#rect.y += (1)*dy/2
rect.x += (w.style.align+1)*dx/2
rect.y += (w.style.valign+1)*dy/2
#print w,ow, w._rect_margin.w, ttw
return w._rect_margin.w,w._rect_margin.h
return func
def paint(self,w,m):
def func(s):
# if w.disabled:
# if not hasattr(w,'_disabled_bkgr'):
# w._disabled_bkgr = s.convert()
# orig = s
# s = w._disabled_bkgr.convert()
# if not hasattr(w,'_theme_paint_bkgr'):
# w._theme_paint_bkgr = s.convert()
# else:
# s.blit(w._theme_paint_bkgr,(0,0))
#
# if w.disabled:
# orig = s
# s = w._theme_paint_bkgr.convert()
if w.disabled:
if not (hasattr(w,'_theme_bkgr') and w._theme_bkgr.get_width() == s.get_width() and w._theme_bkgr.get_height() == s.get_height()):
w._theme_bkgr = s.copy()
orig = s
s = w._theme_bkgr
s.fill((0,0,0,0))
s.blit(orig,(0,0))
if hasattr(w,'background'):
w.background.paint(surface.subsurface(s,w._rect_border))
self.box(w,surface.subsurface(s,w._rect_border))
r = m(surface.subsurface(s,w._rect_content))
if w.disabled:
s.set_alpha(128)
orig.blit(s,(0,0))
# if w.disabled:
# orig.blit(w._disabled_bkgr,(0,0))
# s.set_alpha(128)
# orig.blit(s,(0,0))
w._painted = True
return r
return func
def event(self,w,m):
def func(e):
rect = w._rect_content
if e.type == MOUSEBUTTONUP or e.type == MOUSEBUTTONDOWN:
sub = pygame.event.Event(e.type,{
'button':e.button,
'pos':(e.pos[0]-rect.x,e.pos[1]-rect.y)})
elif e.type == CLICK:
sub = pygame.event.Event(e.type,{
'button':e.button,
'pos':(e.pos[0]-rect.x,e.pos[1]-rect.y)})
elif e.type == MOUSEMOTION:
sub = pygame.event.Event(e.type,{
'buttons':e.buttons,
'pos':(e.pos[0]-rect.x,e.pos[1]-rect.y),
'rel':e.rel})
else:
sub = e
r = m(sub)
return r
return func
def update(self,w,m):
def func(s):
if w.disabled: return []
r = m(surface.subsurface(s,w._rect_content))
if type(r) == list:
dx,dy = w._rect_content.topleft
for rr in r:
rr.x,rr.y = rr.x+dx,rr.y+dy
return r
return func
def open(self,w,m):
def func(widget=None,x=None,y=None):
if not hasattr(w,'_rect_content'): w.rect.w,w.rect.h = w.resize() #HACK: so that container.open won't resize again!
rect = w._rect_content
##print w.__class__.__name__, rect
if x != None: x += rect.x
if y != None: y += rect.y
return m(widget,x,y)
return func
#def open(self,w,m):
# def func(widget=None):
# return m(widget)
# return func
def decorate(self,widget,level):
"""Interface method -- decorate a widget.
<p>The theme system is given the opportunity to decorate a widget methods at the
end of the Widget initializer.</p>
<pre>Theme.decorate(widget,level)</pre>
<dl>
<dt>widget<dd>the widget to be decorated
<dt>level<dd>the amount of decoration to do, False for none, True for normal amount, 'app' for special treatment of App objects.
</dl>
"""
w = widget
if level == False: return
if type(w.style.background) != int:
w.background = Background(w,self)
if level == 'app': return
for k,v in w.style.__dict__.items():
if k in ('border','margin','padding'):
for kk in ('top','bottom','left','right'):
setattr(w.style,'%s_%s'%(k,kk),v)
w.paint = self.paint(w,w.paint)
w.event = self.event(w,w.event)
w.update = self.update(w,w.update)
w.resize = self.resize(w,w.resize)
w.open = self.open(w,w.open)
def render(self,s,box,r):
"""Interface method - render a special widget feature.
<pre>Theme.render(s,box,r)</pre>
<dl>
<dt>s<dt>pygame.Surface
<dt>box<dt>box data, a value returned from Theme.get, typically a pygame.Surface
<dt>r<dt>pygame.Rect with the size that the box data should be rendered
</dl>
"""
if box == 0: return
if not isinstance(box,pygame.Surface):
s.fill(box,r)
return
x,y,w,h=r.x,r.y,r.w,r.h
ww,hh=box.get_width()/3,box.get_height()/3
xx,yy=x+w,y+h
src = pygame.rect.Rect(0,0,ww,hh)
dest = pygame.rect.Rect(0,0,ww,hh)
s.set_clip(pygame.Rect(x+ww,y+hh,w-ww*2,h-hh*2))
src.x,src.y = ww,hh
for dest.y in xrange(y+hh,yy-hh,hh):
for dest.x in xrange(x+ww,xx-ww,ww): s.blit(box,dest,src)
s.set_clip(pygame.Rect(x+ww,y,w-ww*3,hh))
src.x,src.y,dest.y = ww,0,y
for dest.x in xrange(x+ww,xx-ww*2,ww): s.blit(box,dest,src)
dest.x = xx-ww*2
s.set_clip(pygame.Rect(x+ww,y,w-ww*2,hh))
s.blit(box,dest,src)
s.set_clip(pygame.Rect(x+ww,yy-hh,w-ww*3,hh))
src.x,src.y,dest.y = ww,hh*2,yy-hh
for dest.x in xrange(x+ww,xx-ww*2,ww): s.blit(box,dest,src)
dest.x = xx-ww*2
s.set_clip(pygame.Rect(x+ww,yy-hh,w-ww*2,hh))
s.blit(box,dest,src)
s.set_clip(pygame.Rect(x,y+hh,xx,h-hh*3))
src.y,src.x,dest.x = hh,0,x
for dest.y in xrange(y+hh,yy-hh*2,hh): s.blit(box,dest,src)
dest.y = yy-hh*2
s.set_clip(pygame.Rect(x,y+hh,xx,h-hh*2))
s.blit(box,dest,src)
s.set_clip(pygame.Rect(xx-ww,y+hh,xx,h-hh*3))
src.y,src.x,dest.x=hh,ww*2,xx-ww
for dest.y in xrange(y+hh,yy-hh*2,hh): s.blit(box,dest,src)
dest.y = yy-hh*2
s.set_clip(pygame.Rect(xx-ww,y+hh,xx,h-hh*2))
s.blit(box,dest,src)
s.set_clip()
src.x,src.y,dest.x,dest.y = 0,0,x,y
s.blit(box,dest,src)
src.x,src.y,dest.x,dest.y = ww*2,0,xx-ww,y
s.blit(box,dest,src)
src.x,src.y,dest.x,dest.y = 0,hh*2,x,yy-hh
s.blit(box,dest,src)
src.x,src.y,dest.x,dest.y = ww*2,hh*2,xx-ww,yy-hh
s.blit(box,dest,src)
import pygame
import widget
class Background(widget.Widget):
def __init__(self,value,theme,**params):
params['decorate'] = False
widget.Widget.__init__(self,**params)
self.value = value
self.theme = theme
def paint(self,s):
r = pygame.Rect(0,0,s.get_width(),s.get_height())
v = self.value.style.background
if not isinstance(v,pygame.Surface):
s.fill(v)
else:
self.theme.render(s,v,r)
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