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# -*- coding: utf-8 -*-
# Copyright (C) 2011 ceibalJAM! - ceibaljam.org
# This file is part of Saludame.
#
# Saludame is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Saludame is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with Saludame. If not, see <http://www.gnu.org/licenses/>.
# Utilitarios: Text, Button (abstract), ImageButton, TextButton
import pygame
from widget import *
import os
class Text(Widget):
ALIGN_LEFT = 0
ALIGN_RIGHT = 1
ALIGN_CENTER = 2
def __init__(self, container_rect, x, y, frame_rate, text, size, color, type="normal", alignment=ALIGN_LEFT, bold=False, italic=False):
self.font = get_font(size, bold, italic)
self.text = unicode(text)
self.color = color
self.type = type
# Render the text and calculate the size
render = self.font.render(self.text, False, color)
if alignment == Text.ALIGN_LEFT:
rect = render.get_rect(topleft=(x, y))
elif alignment == Text.ALIGN_RIGHT:
rect = render.get_rect(topright=(x, y))
else:
rect = render.get_rect(center=(x, y))
# Make it fit in the container
if rect.right > container_rect.right:
rect.right = container_rect.right
if rect.bottom > container_rect.bottom:
rect.bottom = container_rect.bottom
Widget.__init__(self, container_rect, rect, frame_rate)
self.refresh()
def refresh(self):
self.background = self.font.render(self.text, False, self.color)
self.set_dirty()
def switch_color_text(self, color):
self.color = color
self.refresh()
return (self)
class Image(Widget):
def __init__(self, container, rect, frame_rate, image, keep_format=False):
if not isinstance(image, pygame.Surface):
image = pygame.image.load(image)
if keep_format:
self.background = image
else:
if image.get_bitsize() == 8:
self.background = image.convert()
else:
self.background = image.convert_alpha()
else:
self.background = image
Widget.__init__(self, container, pygame.Rect((rect.left, rect.top), self.background.get_rect().size), frame_rate, self.background)
class Button(Widget):
# Clase abstracta que representa un boton
def __init__(self, container, rect, frame_rate, surface, cb_click=None, cb_over=None, cb_out=None):
Widget.__init__(self, container, rect, frame_rate, surface)
self.function_on_mouse_click = cb_click
self.function_on_mouse_over = cb_over
self.function_on_mouse_out = cb_out
self.highlight = True # Highlight it when mouse over
self.enable = True
self.set_click_sound_path("assets/sound/click.ogg")
# Override
def on_mouse_click(self):
Widget.on_mouse_click(self) # Super
if self.function_on_mouse_click and self.enable: # if there's a callback setted makes the call
self.function_on_mouse_click(self)
# Override
def on_mouse_over(self):
self.over = True
if self.highlight:
self.set_dirty()
if self.function_on_mouse_over and self.enable: # if there's a callback setted makes the call
self.function_on_mouse_over(self)
# Override
def on_mouse_out(self):
self.over = False
if self.highlight:
self.set_dirty()
if self.function_on_mouse_out and self.enable: # if there's a callback setted makes the call
self.function_on_mouse_out(self)
def set_on_mouse_click(self, fn):
self.function_on_mouse_click = fn
def set_on_mouse_over(self, fn):
self.function_on_mouse_over = fn
def set_on_mouse_out(self, fn):
self.function_on_mouse_out = fn
def draw(self, screen):
updates = Widget.draw(self, screen)
if self.visible and self.background and self.over and self.highlight:
copy = self.background.convert_alpha()
copy.fill((40, 40, 40), None, pygame.BLEND_ADD) # Makes the widget brighter
screen.blit(copy, self.rect_absolute)
return updates
class ImageButton(Button):
def __init__(self, container, rect, frame_rate, image, cb_click=None, cb_over=None, cb_out=None):
if not isinstance(image, pygame.Surface):
image = pygame.image.load(image)
if image.get_bitsize() == 8:
self.image = image.convert()
else:
self.image = image.convert_alpha()
rect.size = image.get_rect().size
self.text_intro = None
self.text_result = None
Button.__init__(self, container, rect, frame_rate, image, cb_click, cb_over, cb_out)
def switch_image_background(self, image):
if not isinstance(image, pygame.Surface):
image = pygame.image.load(image).convert_alpha()
if image.get_bitsize() == 8:
image = image.convert()
else:
image = image.convert_alpha()
if self.text_intro:
self.text_intro.visible = True
if self.text_result:
self.text_result.visible = False
self.background = image
self.set_dirty()
class TextButton(ImageButton):
def __init__(self, container, rect, frame_rate, text, size, color, cb_click=None, cb_over=None, cb_out=None):
self.text = Text(container, rect.x, rect.y, frame_rate, text, size, color)
ImageButton.__init__(self, container, self.text.rect_in_container, frame_rate, self.text.background, cb_click, cb_over, cb_out)
def switch_color_text(self, color):
self.background = self.text.switch_color_text(color).background
self.set_dirty()
class TextBlockButton(Button):
def __init__(self, container, rect, frame_rate, text, size, color, cb_click=None, cb_over=None, cb_out=None):
self.text = TextBlock(container, rect.x, rect.y, frame_rate, text, size, color, "normal", False)
Button.__init__(self, container, self.text.rect_in_container, frame_rate, self.text.background, cb_click, cb_over, cb_out)
def switch_color_text(self, color):
self.text.switch_color_text(color)
self.set_dirty()
def draw(self, screen):
self.text.draw(screen)
self.parent.set_dirty_background()
class TextButton2(ImageButton):
def __init__(self, container, rect, frame_rate, text, size, color, background, cb_click=None, cb_over=None, cb_out=None):
self.back = background
self.text = text
self.size = size
self.color = color
rect.size = self.back.get_size()
surface = self.get_surface()
ImageButton.__init__(self, container, rect, frame_rate, surface, cb_click, cb_over, cb_out)
def switch_color_text(self, color):
self.color = color
self.background = self.get_surface()
self.set_dirty()
def get_surface(self):
font = get_font(self.size)
render = font.render(self.text, True, self.color)
surface = self.back.copy()
surface.blit(render, render.get_rect(center=surface.get_rect().center))
return surface
class TextBlock(Widget):
def __init__(self, container, x, y, frame_rate, text, size, color, type="normal", fill=True, anchor_type="topleft"):
Widget.__init__(self, container, pygame.Rect(x, y, 0, 0), frame_rate)
self.type = type
self.lines = []
self.font = get_font(size)
self.color = color
self.parse_lines(text)
self.size = size
self.fill = fill
self.anchor = (container[0] + x, container[1] + y)
self.anchor_type = anchor_type
if type == "tooltip":
self.rect_absolute.bottomleft = (x, y)
self.prepare_text_block()
def parse_lines(self, text):
self.lines = []
if isinstance(text, unicode):
eol = u"\n"
else:
eol = "\n"
(b, _, a) = text.partition(eol)
self.lines.append(b)
while(a != ''):
(b, _, a) = a.partition(eol)
self.lines.append(b)
def render_lines(self):
self.rect_absolute.width = 0
self.rect_absolute.height = 0
self.rendered_lines = []
for l in self.lines:
r = self.font.render(l, False, self.color)
if r.get_rect().width > self.rect_absolute.width:
self.rect_absolute.width = r.get_rect().width
self.rect_absolute.height += r.get_rect().height
self.rendered_lines.append(r)
def prepare_text_block(self):
self.render_lines()
if self.type == "tooltip":
self.rect_absolute.height += 20
self.rect_absolute.width += 20
if self.anchor_type == "center":
# Center the rectangle in the given coordinates
#self.rect_absolute.center = self.rect_absolute.topleft
self.rect_absolute.center = self.anchor
# Make it fit in the container
if self.rect_absolute.right > self.container.right:
self.rect_absolute.right = self.container.right
if self.rect_absolute.bottom > self.container.bottom:
self.rect_absolute.bottom = self.container.bottom
self.rect_in_container.size = self.rect_absolute.size
self.rect_in_container.left = self.rect_absolute.left - self.container.left
self.rect_in_container.top = self.rect_absolute.top - self.container.top
def draw(self, screen):
if self.visible:
if self.fill:
screen.fill((247, 247, 247), self.rect_absolute)
if self.type == "tooltip":
top = self.rect_absolute.top + 10
left = self.rect_absolute.left + 10
else:
top = self.rect_absolute.top
left = self.rect_absolute.left
if self.anchor_type == "center":
number_of_lines = 0
for r in self.rendered_lines:
x = left + (self.rect_absolute.width - r.get_width())/2
y = top + r.get_rect().height * number_of_lines
screen.blit(r, (x, y))
number_of_lines += 1
else:
number_of_lines = 0
for r in self.rendered_lines:
screen.blit(r, (left, top + r.get_rect().height * number_of_lines))
number_of_lines += 1
if self.type == "tooltip":
pygame.draw.rect(screen, pygame.Color("#7fe115"), self.rect_absolute, 2)
def switch_color_text(self, color):
self.color = color
self.render_lines()
self.set_dirty()
font_dict = {} # Chaches created font instances
def get_font(size, bold=False, italic=False):
key = (size, bold, italic)
if key in font_dict:
return font_dict[key]
if bold:
font = pygame.font.Font("assets/fonts/DroidSans-Bold.ttf", size)
else:
font = pygame.font.Font("assets/fonts/DroidSans.ttf", size)
if italic:
font.set_italic(True)
font_dict[key] = font
return font
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