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# -*- coding: utf-8 -*-
import pygame
from window import Window
import sys
from utilities import Text, TextBlock
import challenges_creator
import customization
import main_window
import challenges
"""
Clase encargada del control de ventanas
"""
class WindowsController:
def __init__(self, screen, game_manager):
#game manager
self.game_man = game_manager
internal_size = 1200, 780 # The game is meant to run in this resolution
self.scaled_game = ScaledGame(screen, internal_size)
self.screen = self.scaled_game.get_internal_screen()
self.windows = {} # Diccionario de ventanas. Aca se encuentran todas las ventanas del programa
self.windows_stack = [] # Stack de ventanas para el control de venta activa. Aca se enceuntra el stack de ventanas abiertas
self.reload_main = True
self.next_update_list = []
# Tooltips
self.showing_tooltip = False
self.active_tooltip_bg = None
self.active_tooltip = None
def create_windows_and_activate_main(self, app_loader, clock, bars_loader):
"""
Creates windows and set the main_window as active window
"""
# Challenges
cha_creator = challenges_creator.ChallengesCreator(self.screen.get_rect(), pygame.Rect((250, 30), (934, 567)), 1, self, self.game_man, (40, 40, 200))
cha_creator.create_challenges()
self.game_man.challenges_creator = cha_creator
info_master_challenge = challenges.InfoChallenge(self.screen.get_rect(), pygame.Rect((250, 30), (934, 567)), 1, self, cha_creator, u"¡Felicitaciones! \nHas completado el nivel actual. Para pasar de nivel \ndebes contestar bien la siguiente pregunta. \n\n¡¡Suerte!!", u"Felicitaciones, has pasado de nivel. \nSe han desbloqueado nuevas acciones, \n¿te animás a encontrarlas?", u"Contestaste incorrectamente, \ntendrás que intentar pasar de nivel más adelante")
# Customization Window
customization_window = customization.CustomizationWindow(self.screen.get_rect(), pygame.Rect((250, 30), (934, 567)), 1, self, app_loader.get_character())
# Main Window
main_win = main_window.MainWindow(self.screen.get_rect(), self.screen.get_rect(), 1, clock, self, cha_creator, bars_loader, self.game_man)
# Activate Main window
self.set_active_window("main_window")
self.update(0)
# Activate Customization over main window
#self.set_active_window("customization_window")
##### Windows #####
def close_active_window(self):
self.windows_stack[-1].repaint = True
# Solo puede ser llamado por la ventana activa e implica
# hacer un pop del stack
self.windows_stack.pop()
self.show_window_hierarchy(self.windows_stack[-1])
if (self.windows_stack[-1].get_register_id() == "main_window"):
self.game_man.continue_game()
self.reload_main = True
for win in self.windows_stack[-1].windows:
if isinstance(win, Window):
win.enable_repaint()
def get_screen(self):
return self.screen
def set_active_window(self, window_key):
if window_key <> "main_window":
self.game_man.pause_game()
self.windows_stack.append(self.windows[window_key])
self.show_window_hierarchy(self.windows_stack[-1])
def register_new_window(self, id, window):
self.windows[id] = window
def unregister_window(self, window):
del self.windows[window.register_id]
def show_window_hierarchy(self, window):
sys.stdout.write(window.get_register_id())
W = []
for win in window.windows:
W.append(win.register_id)
print(" (%s)" % (W))
##### BACKGROUND #####
def set_environment(self, environment):
self.windows["kid"].set_environment(environment)
##### CLOTHES #####
def update_clothes(self):
self.windows["kid"].update_clothes()
##### Actions #####
def show_action_animation(self, action):
"""
Display an action animation at panel and kid window
"""
self.windows["panel_window"].play_action_animation(action)
self.windows["kid"].play_action_animation(action)
def stop_actual_action_animation(self):
self.windows["panel_window"].stop_action_animation()
self.windows["kid"].stop_action_animation()
##### Events #####
def add_personal_event(self, event):
self.windows["panel_window"].add_personal_event(event)
if event.kid_message:
self.show_kid_message(event.kid_message, event.message_time_span)
def remove_personal_event(self, event):
self.windows["panel_window"].remove_personal_event(event)
def add_social_event(self, event):
self.windows["panel_window"].add_social_event(event)
if event.person_path:
self.windows["kid"].add_social_event(event)
def remove_social_event(self, event):
self.windows["panel_window"].remove_social_event(event)
##### Messages at ballon #####
def show_kid_message(self, message, message_time_span):
print "mostrar mensaje: ", message, " durante: ", message_time_span
self.windows["kid"].show_kid_balloon(message, message_time_span)
##### Moods #####
def set_mood(self, mood):
if self.windows:
self.windows["kid"].set_mood(mood)
#### Events handlers ####
def handle_mouse_down(self, (x, y)):
x, y = self.scaled_game.scale_coordinates((x, y))
self.windows_stack[-1].handle_mouse_down((x, y))
def handle_mouse_up(self, pos):
self.windows_stack[-1].handle_mouse_up(pos)
def handle_mouse_over(self, (x, y)):
x, y = self.scaled_game.scale_coordinates((x, y))
self.windows_stack[-1].handle_mouse_over((x, y))
def handle_mouse_motion(self, (x, y)):
x, y = self.scaled_game.scale_coordinates((x, y))
self.windows_stack[-1].handle_mouse_motion((x, y))
##########################
#### Tooltips #####
def show_tooltip(self, tooltip):
x, y = self.scaled_game.scale_coordinates(pygame.mouse.get_pos())
self.active_tooltip = Text(self.screen.get_rect(), x, y, 1, tooltip, 18, pygame.Color('red'), "tooltip")
# Necesitamos guardar lo que esta atras del tooltip para cuando lo querramos esconder
self.active_tooltip_bg = (self.screen.subsurface(self.active_tooltip.rect_absolute).copy(), self.active_tooltip.rect_absolute)
self.showing_tooltip = True
def show_super_tooltip(self, tooltip):
x, y = self.scaled_game.scale_coordinates(pygame.mouse.get_pos())
self.active_tooltip = TextBlock(self.screen.get_rect(), x, y, 1, tooltip, 18, pygame.Color('red'), "tooltip")
self.active_tooltip_bg = (self.screen.subsurface(self.active_tooltip.rect_absolute).copy(), self.active_tooltip.rect_absolute)
self.showing_tooltip = True
def hide_active_tooltip(self):
# Solo se ejecuta si se esta mostrando algun tooltip en la pantalla
if self.showing_tooltip:
# Hacemos un blit con lo que tenia atras el tooltip
self.screen.blit(self.active_tooltip_bg[0], self.active_tooltip_bg[1])
# Lo guardamos en la lista de las proximas actualizaciones
self.next_update(self.active_tooltip_bg[1])
self.showing_tooltip = False
###################
def next_update(self, rect):
"""
Add a rect that must be updated at next update
"""
self.next_update_list.append(rect)
def update(self, frames):
"""
Updates GUI
"""
# Cada vez que "volvamos" a la ventana principal es necesario
# repintar el fondo para que no queden rastros de la ventana anterior
if self.reload_main:
pygame.display.flip() # Actualizamos el screen para hacer visibles los efectos
self.reload_main = False
changes = []
if frames % self.windows_stack[-1].frame_rate == 0:
changes.extend(self.windows_stack[-1].draw(self.screen, frames))
if changes:
if self.next_update_list:
changes.extend(self.next_update_list)
self.next_update_list = [] # Vaciamos la lista
# Tooltips
if self.showing_tooltip:
if isinstance(self.active_tooltip, Text):
self.screen.fill((255, 255, 255), self.active_tooltip.rect_in_container)
# Le decimos al tooltip (widget) que se dibuje
self.active_tooltip.draw(self.screen)
changes.append(self.active_tooltip_bg[1])
self.scaled_game.update_screen(changes)
#self.scaled_game.flip()
class ScaledGame:
def __init__(self, pygame_screen, internal_size):
self.screen = pygame_screen
pygame_screen_size = pygame_screen.get_size()
self.scale_factor = pygame_screen_size[0] / float(internal_size[0]), pygame_screen_size[1] / float(internal_size[1])
if self.scale_factor == (1, 1):
self.internal_screen = self.screen
else:
self.internal_screen = pygame.Surface(internal_size)
def get_internal_screen(self):
""" Returns the screen where everything should be drawn.
If using scalation its a virtual surface if not is the real display surface.
"""
return self.internal_screen
def flip(self):
if self.scale_factor == (1, 1):
pygame.display.flip()
else:
pygame.transform.scale(self.internal_screen, self.screen.get_size(), self.screen)
pygame.display.flip()
def update_screen(self, rect_list):
if self.scale_factor == (1, 1):
pygame.display.update(rect_list)
else:
pygame.transform.scale(self.internal_screen, self.screen.get_size(), self.screen)
pygame.display.update(self.scale_rect_list(rect_list))
def scale_rect_list(self, rect_list):
return [self.scale_rect(rect) for rect in rect_list if rect]
def scale_rect(self, rect):
if rect:
left = int(rect.left * self.scale_factor[0])
top = int(rect.top * self.scale_factor[1])
width = int(rect.width * self.scale_factor[0])
height = int(rect.height * self.scale_factor[1])
return pygame.Rect(left, top, width, height)
else:
return None
def scale_coordinates(self, display_coordinates):
""" Retruns the internal coordinates corresponding to the display coordinates """
if self.scale_factor == (1, 1):
return display_coordinates
else:
x = int(display_coordinates[0] / self.scale_factor[0])
y = int(display_coordinates[1] / self.scale_factor[0])
return x, y
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