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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/>.
import pygame
import widget
class Window:
# Una ventana contiene 'n' widgets
def __init__(self, container, rect, frame_rate, windows_controller, register_id, bg_color=None):
self.container = container
self.rect = pygame.Rect(container.left + rect.left, container.top + rect.top, rect.width, rect.height)
self.frame_rate = frame_rate
self.background = pygame.Surface(rect.size)
self.bg_color = bg_color
self.bg_image = None
self.windows_controller = windows_controller
self.parent = None
# Register
self.register_id = register_id
self.windows_controller.register_new_window(register_id, self)
self.widgets = [] # Widgets contained in the window
self.windows = [] # SubWindows contained in the window
self.buttons = [] # Buttons contained in the window
self.childs = [] # The sum of widgets, buttons and subwindows, usefull to keep adding order
self.repaint = True
self.visible = True
self.__erased = True # after hidding a window it's background should be restored, that's why we need this flag
self.dirty_background = True # Indicates the background its dirty, so it must be redrawn and so every child.
self.dirty = True # Indicates the window has at least a dirty child
def get_register_id(self):
return self.register_id
def set_bg_image(self, image, alpha=True):
if not isinstance(image, pygame.Surface):
# Is a path, convert it to a surface
self.bg_image = pygame.image.load(image).convert_alpha()
else:
self.bg_image = image
def set_bg_color(self, color):
self.bg_color = color
def dispose(self):
self.windows_controller.unregister_window(self)
def update(self, frames):
if self.visible:
for win in self.windows:
if frames % win.frame_rate == 0:
win.update(frames)
for widget in self.widgets:
if frames % widget.frame_rate == 0:
widget.update(frames)
# Abstract function.
def pre_draw(self, screen):
return []
# Logica de pintado de cualquier ventana
def draw(self, screen, frames, forced=False):
changes = []
if self.visible:
if self.repaint: # repaint is old, keep it for compatibility
self.dirty_background = True
if self.dirty_background:
forced = True
# Restores the regions where dirty windows/widgets are
changes += self._restore_background(screen, forced)
self.repaint = self.dirty = self.dirty_background = False
changes += self.pre_draw(screen)
for child in self.childs:
if isinstance(child, Window):
if child.dirty or child.dirty_background or forced:
changes.extend(child.draw(screen, frames, forced))
else:
if child.dirty or forced:
changes.append(child.draw(screen))
if forced:
changes = [self.rect] # When the whole window was forced, the changes are the whole window
return changes
def _restore_background(self, screen, forced):
""" Restores the background in the dirty regions"""
changes = []
if self.bg_image:
if forced:
screen.blit(self.bg_image, self.rect.topleft)
else:
for win in self.windows:
if win.bg_image:
# No need to restore the screen, the subwindow will be redrawn over it
pass
elif win.visible and win.dirty_background: #(win.dirty or win.dirty_background):
relative_rect = win.rect.move([-coord for coord in self.rect.topleft])
screen.blit(self.bg_image, win.rect.topleft, relative_rect)
elif not win.visible and not win.__erased:
win.__erased = True
relative_rect = win.rect.move([-coord for coord in self.rect.topleft])
screen.blit(self.bg_image, win.rect.topleft, relative_rect)
changes.append(win.rect)
for widget in self.widgets:
if widget.dirty:
screen.blit(self.bg_image, widget.rect_absolute.topleft, widget.rect_in_container)
return changes
def set_dirty(self):
self.dirty = True
if self.parent and not self.parent.dirty:
self.parent.set_dirty()
def set_dirty_background(self):
self.dirty_background = True
if self.parent and not self.parent.dirty:
self.parent.set_dirty()
def hide(self):
if self.visible:
self.visible = False
self.__erased = False
self.set_dirty_background()
def show(self):
self.visible = True
def add_child(self, widget, pos=None):
if pos != None:
self.widgets.insert(pos, widget)
self.childs.insert(pos, widget)
else:
self.widgets.append(widget)
self.childs.append(widget)
widget.parent = self
def remove_child(self, widget):
if widget in self.widgets:
self.widgets.remove(widget)
self.childs.remove(widget)
self.set_dirty_background()
def add_button(self, button, pos=None):
if pos != None:
self.add_child(button, pos)
self.buttons.insert(pos, button)
else:
self.add_child(button)
self.buttons.append(button)
button.parent = self
def remove_button(self, button):
if button in self.buttons:
self.buttons.remove(button)
self.remove_child(button)
button.parent = None
self.set_dirty_background()
def clear_childs(self):
for widget in self.widgets:
widget.parent = None
self.childs.remove(widget)
self.buttons = []
self.widgets = []
self.set_dirty_background()
def add_window(self, window):
self.windows.append(window)
self.childs.append(window)
window.parent = self
def remove_window(self, window):
self.windows.remove(window)
self.childs.remove(window)
self.set_dirty_background()
def enable_repaint(self):
self.repaint = True
for win in self.windows:
win.enable_repaint()
def is_transparent(self):
return (self.bg_image or self.bg_color)
def contains_point(self, x, y):
return self.rect.collidepoint(x, y)
def handle_mouse_down(self, (x, y)):
stop = False
for child in reversed(self.childs):
if child.contains_point(x, y):
if isinstance(child, widget.Widget):
# Tooltips
if child.showing_tooltip:
self.windows_controller.hide_active_tooltip()
child.showing_tooltip = False
stop = child.handle_mouse_down((x, y))
if stop:
break
return # No seguimos buscando el botón
return stop
def handle_mouse_over(self, (x, y)):
for win in self.windows:
if win.rect.collidepoint(x, y):
win.handle_mouse_over((x, y))
return
self.windows_controller.set_mouse_on_window(self.register_id)
for widget in self.widgets:
if widget.contains_point(x, y):
if not widget.over:
# Tooltips
if widget.tooltip: # Si el widget tiene tooltip entonces lo mostramos
self.windows_controller.hide_active_tooltip()
self.windows_controller.show_super_tooltip(widget.tooltip)
widget.showing_tooltip = True
if widget.super_tooltip:
self.windows_controller.hide_active_tooltip()
self.windows_controller.show_super_tooltip(widget.super_tooltip)
widget.showing_tooltip = True
self.windows_controller.set_active_widget(widget)
return # No seguimos buscando el botón
# It will be overridden by cooking challenge or other D&D challenge
def handle_mouse_motion(self, (x, y)):
pass
# It will be overridden by cooking challenge or other D&D challenge
def handle_mouse_up(self, pos):
pass
def move(self, (x, y)):
""" Moves the window the given offset, notifying all its subitems """
self.rect.move_ip(x, y)
for win in self.windows:
win.move(x, y, self.rect)
# Buttons are usually in widget list, so they are not moved
for widget in self.widgets:
if not (self.rect is widget.container):
widget.container.move_ip(x, y)
widget.rect_absolute.move_ip(x, y)
def get_background_and_owner(self):
if self.bg_image:
return (self.bg_image, self)
elif self.bg_color:
return (self.bg_color, self)
elif self.parent:
return self.parent.get_background_and_owner()
else:
return (None, None)
def get_background(self):
return self.get_background_and_owner()[0]
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