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# -*- coding: utf-8 -*-
import pygame
import os
from gettext import gettext as _
from window import Window
from widget import Widget
from utilities import *
import animation
import customization
PANEL_BG_PATH = os.path.normpath("assets/layout/panel.png")
WHITE = pygame.Color("white")
class PanelWindow(Window):
def __init__(self, container, rect, frame_rate, windows_controller):
self.timing = 1 # la idea de timing es llevar una cuenta adentro, de los frames que fueron pasando
Window.__init__(self, container, rect, frame_rate, windows_controller, "panel_window")
self.set_bg_image(PANEL_BG_PATH)
# Actions
self.surf_action = pygame.Surface((280, 110))
self.rect_action = pygame.Rect((760, 652), self.surf_action.get_rect().size)
self.surf_action.fill(WHITE)
self.on_animation = False
self.actual_action = None
self.actual_animation = None
# Personal
self.surf_personal = pygame.Surface((130, 110))
self.rect_personal = pygame.Rect((410, 652), self.surf_personal.get_rect().size)
self.active_personal_events = []
self.index_personal_event = 0
personal_next = ImageButton(self.rect_personal, pygame.Rect(105, 80, 30, 30), 1, "assets/events/go-next.png", self._cb_button_click_personal_next)
personal_back = ImageButton(self.rect_personal, pygame.Rect(0, 80, 30, 30), 1, "assets/events/go-back.png", self._cb_button_click_personal_back)
self.add_button(personal_next)
self.add_button(personal_back)
# Social
self.surf_social = pygame.Surface((70, 110))
# Customization
customization_button = ImageButton(self.rect, pygame.Rect(885, 0, 1, 1), 1, "assets/layout/customization.png", self._cb_button_click_customization)
customization_button.set_tooltip(_("Customization module"))
self.add_button(customization_button)
# Info
info_button = ImageButton(self.rect, pygame.Rect(953, 0, 1, 1), 1, "assets/layout/info.png")
self.add_button(info_button)
# Environment
# ...
########## Actions ##########
def set_active_action(self, action):
self.actual_action = action
if (action.window_animation_path != None):
self.actual_animation = animation.ActionAnimation(pygame.Rect(20, 5, 100, 100), 10, action.window_animation_path, action.sound_path)
else:
action_progress_bar = ActionProgressBar(self.rect_action, pygame.Rect((45, 15), (182, 26)), 1, action)
self.add_child(action_progress_bar)
def play_action_animation(self, action):
self.set_active_action(action)
self.on_animation = True
def stop_action_animation(self):
self.on_animation = False
self.actual_animation = None
self.actual_action = None
########## Events ##########
def add_personal_event(self, event):
if (not event in self.active_personal_events):
self.active_personal_events.append(event)
def remove_personal_event(self, event):
self.active_personal_events.remove(event)
def pre_draw(self, screen):
self.timing += 1
changes = []
#### Actions ####
if(self.on_animation and self.actual_animation != None and self.timing % self.actual_animation.frame_rate == 0):
if(self.timing > 12):
self.timing = 0
#font = pygame.font.SysFont("Dejavu", 25)
#self.surf_action.blit(font.render(self.actual_animation[1], 1, (0, 0, 255)), (120, 20))
# Draw the animation on action surface
changes += self.actual_animation.draw(self.surf_action)
elif (not self.on_animation):
self.surf_action.fill(WHITE)
# Blit the action surface with screen
screen.blit(self.surf_action, self.rect_action)
#### Personal ####
self.surf_personal.fill(WHITE)
if (self.active_personal_events):
event = pygame.image.load("assets/events/%s" % (self.active_personal_events[self.index_personal_event].picture)).convert_alpha()
self.surf_personal.blit(event, (23, 0))
# Blit the personal surface with screen
screen.blit(self.surf_personal, self.rect_personal)
#### Environment ####
#### Social ####
# Info
return [self.rect]
########### Buttons Callbacks ###########
def _cb_button_click_personal_next(self, button):
if self.index_personal_event < len (self.active_personal_events) - 1:
self.index_personal_event += 1
def _cb_button_click_personal_back(self, button):
if self.index_personal_event > 0:
self.index_personal_event -= 1
def _cb_button_click_customization(self, button):
self.windows_controller.set_active_window("customization_window")
class ActionProgressBar(Widget):
"""
Shows the progress of the active action
"""
def __init__(self, container, rect_in_container, frame_rate, action):
self.action = action
surface = pygame.image.load("assets/layout/main_bar_back.png").convert_alpha()
Widget.__init__(self, container, rect_in_container, frame_rate)
self.background = surface # Borders of the bar
self.surface = surface.copy() # Actual surface to blit in the screen, _prepare_surface
self.decrease = action.time_span
self._prepare_surface()
def _prepare_surface(self):
rect = pygame.Rect((1, 2), (self.rect_in_container.width - 2, self.rect_in_container.height - 4))
charged_rect = pygame.Rect(rect) # create a copy
charged_rect.width = ((float)(self.decrease) / self.action.time_span) * rect.width
self.surface.fill(pygame.Color("red"), rect)
self.surface.fill(pygame.Color("blue"), charged_rect)
self.surface.blit(self.background, (0, 0)) # Background blits over the charge, because it has the propper alpha
self.decrease = self.action.time_left
def draw(self, screen):
"""
Draw the progress bar (if the action is still active), override widget draw
"""
if (self.decrease > 0):
self._prepare_surface()
screen.blit(self.surface, self.rect_absolute)
return self.rect_absolute
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