made ui components inherit one from the other; added new ui components functionality; improved "menu"

This commit is contained in:
JakubR 2021-05-07 13:54:42 +02:00
parent d8f1101bc6
commit 46b6db6c00
5 changed files with 327 additions and 260 deletions

27
main.py
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@ -1,7 +1,4 @@
# libraries # libraries
import sys
import pygame
import time import time
from pyglet.gl import * # for blocky textures from pyglet.gl import * # for blocky textures
import random import random
@ -34,18 +31,30 @@ def main():
in_menu = True in_menu = True
# counting coordinates for ui components # counting coordinates for ui components
ib_width, ib_height = 65, 48 ib_width, ib_height = 100, 65
bt_width, bt_height = 140, 32 bt_width, bt_height = 210, 55
ib_y = 230 ib_y = 200
ib1_x = const.SCREEN.get_width() / 2 - ib_width - 5 ib1_x = const.SCREEN.get_width() / 2 - ib_width - 5
ib2_x = const.SCREEN.get_width() / 2 + 5 ib2_x = const.SCREEN.get_width() / 2 + 5
bt_x = const.SCREEN.get_width() / 2 - bt_width / 2 bt_x = const.SCREEN.get_width() / 2 - bt_width / 2
bt1_y = ib_y + ib_height + 10 bt1_y = ib_y + ib_height + 10
bt2_y = bt1_y + bt_height + 10 bt2_y = bt1_y + bt_height + 10
# basic font for user typed # creating ui components used in menu
input1 = InputBox(position=(ib1_x, ib_y), dimensions=(ib_width, ib_height), label="x", input_centered=True) input1 = InputBox(
input2 = InputBox(position=(ib2_x, ib_y), dimensions=(ib_width, ib_height), label="y", input_centered=True) position=(ib1_x, ib_y),
dimensions=(ib_width, ib_height),
text="row",
input_centered=True,
clear_input_on_click=True
)
input2 = InputBox(
position=(ib2_x, ib_y),
dimensions=(ib_width, ib_height),
text="column",
input_centered=True,
clear_input_on_click=True
)
random_button = Button(position=(bt_x, bt1_y), dimensions=(bt_width, bt_height), text="random") random_button = Button(position=(bt_x, bt1_y), dimensions=(bt_width, bt_height), text="random")
ok_button = Button(position=(bt_x, bt2_y), dimensions=(bt_width, bt_height), text="ok") ok_button = Button(position=(bt_x, bt2_y), dimensions=(bt_width, bt_height), text="ok")

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@ -0,0 +1,6 @@
def _return_itself(fun):
def wrapper(*args, **kwargs):
fun(*args, **kwargs)
return wrapper

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@ -1,8 +1,14 @@
import pygame import pygame
from math import floor
# importing an auxiliary functions
from ui.auxiliary_decorator import _return_itself
from ui.text_box import get_fixed_rgb
# importing parent class
from ui.text_box import TextBox
class Button: class Button(TextBox):
# constructor that can be used to set parameters of Button instance # constructor that can be used to set parameters of Button instance
def __init__( def __init__(
self, self,
@ -17,90 +23,82 @@ class Button:
is_active=True, is_active=True,
fit_text=True, fit_text=True,
outline=True, outline=True,
irregular_outline=False,
outline_additional_pixel=False,
outline_hover_inclusive=True,
outline_thickness=None, outline_thickness=None,
outline_color=(50, 50, 50), outline_color=(50, 50, 50),
box_transform_hover=1.16, box_transform_hover=1.16,
box_transform_inactive=0.9, box_transform_inactive=0.9,
font_transform_hover=1.24, font_transform_hover=1.24,
font_transform_inactive=0.85 font_transform_inactive=0.85,
outline_transform_hover=1,
outline_transform_inactive=0.9
): ):
# extracting and setting values # calling base class constructor
smaller_dimension = min(dimensions) super().__init__(
width, height = dimensions position=position,
dimensions=dimensions,
# counting default outline thickness text=text,
default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50 box_color=box_color,
font=font,
font_color=font_color,
font_size=font_size,
is_visible=is_visible,
fit_text=fit_text,
outline=outline,
irregular_outline=irregular_outline,
outline_additional_pixel=outline_additional_pixel,
outline_hover_inclusive=outline_hover_inclusive,
outline_thickness=outline_thickness,
outline_color=outline_color
)
# setting attributes # setting attributes
self.position = position
self.dimensions = dimensions
self.text = text
self.box_color = _get_proper_rgb(box_color)
self.font_color = _get_proper_rgb(font_color)
self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2))
self.font = pygame.font.SysFont(font, self.font_size)
self.is_visible = is_visible
self.is_active = is_active self.is_active = is_active
self.fit_text = fit_text
self.outline = outline
self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness)
self.outline_color = _get_proper_rgb(outline_color)
self.box_transform_hover = box_transform_hover self.box_transform_hover = box_transform_hover
self.box_transform_inactive = box_transform_inactive self.box_transform_inactive = box_transform_inactive
self.font_transform_hover = font_transform_hover self.font_transform_hover = font_transform_hover
self.font_transform_inactive = font_transform_inactive self.font_transform_inactive = font_transform_inactive
self.outline_transform_hover = outline_transform_hover
# rendering text to get it's width and height self.outline_transform_inactive = outline_transform_inactive
rendered_text = self.font.render(text, True, (0, 0, 0))
# if text is out of bounds and fit_text=True - resizing text to fit the box
if self.fit_text and rendered_text.get_width() > self.dimensions[0]:
self.font_size = floor(self.font_size / (rendered_text.get_width() / width + 0.1))
self.font = pygame.font.SysFont(font, self.font_size)
# counting colors on: hover, inactive # counting colors on: hover, inactive
self.box_hover_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_hover))) self.box_hover_color = get_fixed_rgb(_transform_rgb(self.box_color, self.box_transform_hover))
self.box_inactive_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_inactive))) self.box_inactive_color = get_fixed_rgb(_transform_rgb(self.box_color, self.box_transform_inactive))
self.font_hover_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_hover))) self.font_hover_color = get_fixed_rgb(_transform_rgb(self.font_color, self.font_transform_hover))
self.font_inactive_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_inactive))) self.font_inactive_color = get_fixed_rgb(_transform_rgb(self.font_color, self.font_transform_inactive))
self.outline_hover_color = get_fixed_rgb(_transform_rgb(self.outline_color, self.outline_transform_hover))
self.outline_inactive_color = get_fixed_rgb(_transform_rgb(self.outline_color, self.outline_transform_inactive))
# draws the Button instance # draws the Button instance
def draw(self, window, mouse_position): @_return_itself
# if is_visible=True - drawing Button def draw(self, window, mouse_position, *args, **kwargs):
if self.is_visible: # saving attribute values
# extracting and setting values from attributes box_color_attribute_value = self.box_color
box_x, box_y = self.position text_color_attribute_value = self.font_color
width, height = self.dimensions outline_attribute_value = self.outline_color
# if outline=True - drawing an outline # temporarily changing box and font color if necessary
if self.outline: # is active and mouse is over
padding = self.outline_thickness if self.is_active and self.is_over(mouse_position):
outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding) self.box_color = self.box_hover_color
pygame.draw.rect(window, self.outline_color, outline_coordinates) self.font_color = self.font_hover_color
self.outline_color = self.outline_hover_color
# setting values accordingly to InputBox'es state # is not active
# is active and mouse is not over else:
if not self.is_over(mouse_position) and self.is_active: self.box_color = self.box_inactive_color
pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height)) self.font_color = self.font_inactive_color
text_color = self.font_color self.outline_color = self.outline_inactive_color
# is active and mouse is over # calling the draw function of base class
elif self.is_active: super().draw(window)
pygame.draw.rect(window, self.box_hover_color, (box_x, box_y, width, height))
text_color = self.font_hover_color
# is not active # resetting colors to original values
else: self.box_color = box_color_attribute_value
pygame.draw.rect(window, self.box_inactive_color, (box_x, box_y, width, height)) self.font_color = text_color_attribute_value
text_color = self.font_inactive_color self.outline_color = outline_attribute_value
# rendering text and counting its coordinates
rendered_text = self.font.render(self.text, True, text_color)
rendered_text_x = box_x + width / 2 - rendered_text.get_width() / 2
rendered_text_y = box_y + height / 2 - rendered_text.get_height() / 2
# drawing the text on the coordinates
window.blit(rendered_text, (rendered_text_x, rendered_text_y))
# returns True if the Button is clicked, or False otherwise # returns True if the Button is clicked, or False otherwise
def is_clicked(self, mouse_position, events): def is_clicked(self, mouse_position, events):
@ -114,49 +112,6 @@ class Button:
return False return False
# checks if a position is over the InputBox and returns True or False
def is_over(self, position):
mouse_x, mouse_y = position
button_x, button_y = self.position
width, height = self.dimensions
return button_x <= mouse_x <= (button_x + width) and button_y <= mouse_y <= (button_y + height)
# returns text value
def get_text(self):
return self.text
# sets chosen coordinates
def set_coordinates(self, position=None, dimensions=None, outline_thickness=None):
if position is not None:
self.position = position
if dimensions is not None:
self.dimensions = dimensions
if outline_thickness is not None:
self.outline_thickness = outline_thickness
# sets text attribute
def set_text(self, text):
self.text = text
# sets chosen font attributes
def set_font(self, font=None, font_size=None):
if font_size is not None:
self.font_size = font_size
# rendering text to get it's width and height
rendered_text = self.font.render(self.text, True, (0, 0, 0))
# if text is out of bounds and fit_text=True - resizing text to fit the box
if self.fit_text and rendered_text.get_width() > self.dimensions[0]:
self.font_size = floor(self.font_size / (rendered_text.get_width() / self.dimensions[0] + 0.1))
self.font = pygame.font.SysFont(font, self.font_size)
if font is not None:
self.font = pygame.font.SysFont(font, self.font_size)
# sets chosen color attributes # sets chosen color attributes
def set_colors( def set_colors(
self, self,
@ -168,14 +123,7 @@ class Button:
font_transform_hover=None, font_transform_hover=None,
font_transform_inactive=None font_transform_inactive=None
): ):
if box_color is not None: super().set_colors(box_color=box_color, font_color=font_color, outline_color=outline_color)
self.box_color = _get_proper_rgb(box_color)
if font_color is not None:
self.font_color = _get_proper_rgb(font_color)
if outline_color is not None:
self.outline_color = _get_proper_rgb(outline_color)
if box_transform_hover is not None: if box_transform_hover is not None:
self.box_transform_hover = box_transform_hover self.box_transform_hover = box_transform_hover
@ -189,33 +137,44 @@ class Button:
if font_transform_inactive is not None: if font_transform_inactive is not None:
self.font_transform_inactive = font_transform_inactive self.font_transform_inactive = font_transform_inactive
self.box_hover_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_hover))) self.box_hover_color = get_fixed_rgb(tuple(_transform_rgb(self.box_color, self.box_transform_hover)))
self.box_inactive_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_inactive))) self.box_inactive_color = get_fixed_rgb(tuple(_transform_rgb(self.box_color, self.box_transform_inactive)))
self.font_hover_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_hover))) self.font_hover_color = get_fixed_rgb(tuple(_transform_rgb(self.font_color, self.font_transform_hover)))
self.font_inactive_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_inactive))) self.font_inactive_color = get_fixed_rgb(tuple(_transform_rgb(self.font_color, self.font_transform_inactive)))
# sets chosen flags # sets chosen flags
def set_flags(self, is_visible=None, is_active=None, outline=None): def set_flags(
if is_visible is not None: self,
self.is_visible = is_visible is_visible=None,
is_active=None,
outline=None,
irregular_outline=None,
outline_additional_pixel=None,
outline_hover_inclusive=None
):
super().set_flags(
is_visible=is_visible,
outline=outline,
irregular_outline=irregular_outline,
outline_additional_pixel=outline_additional_pixel,
outline_hover_inclusive=outline_hover_inclusive
)
if is_active is not None: if is_active is not None:
self.is_active = is_active self.is_active = is_active
if outline is not None:
self.outline = outline
def _transform_rgb(iterable, transform_value):
if isinstance(transform_value, int) or isinstance(transform_value, float):
return tuple([x * transform_value for x in iterable])
def _get_proper_rgb(x): elif isinstance(transform_value, tuple) or isinstance(transform_value, list):
r, g, b = x if len(transform_value) == 3 and all([isinstance(x, int) or isinstance(x, float) for x in transform_value]):
r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b))) rgb_list = [x for x in iterable]
return tuple((r, g, b)) for i in range(3):
rgb_list[i] += transform_value[i]
return tuple(rgb_list)
def _transform(iterable, transform_value): return [0, 0, 0]
return [x * transform_value for x in iterable]
def _return_value_or_default(value, default):
return default if value is None else value

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@ -1,24 +1,33 @@
import pygame import pygame
from math import floor from math import floor
from ui.auxiliary_decorator import _return_itself
class InputBox: from ui.button import Button
from ui.button import get_fixed_rgb
from ui.button import _transform_rgb
from ui.text_box import _return_value_or_default
class InputBox(Button):
backspace_tick = 0 backspace_tick = 0
backspace_deleted_streak = 0 backspace_deleted_streak = 0
backspace_breakpoint = 6 backspace_breakpoint = 6
deleting_speeds = [12, 4] deleting_speeds = [12, 4]
was_enter_hit = False
# constructor that can be used to set parameters of InputBox instance # constructor that can be used to set parameters of InputBox instance
def __init__( def __init__(
self, self,
position, position,
dimensions, dimensions,
text="",
input_box_position=None, input_box_position=None,
input_box_dimensions=None, input_box_dimensions=None,
label="",
user_input="", user_input="",
box_color=(195, 195, 195), box_color=(195, 195, 195),
input_box_color=(225, 245, 245), input_box_color=(225, 245, 245),
writing_highlight_color=(150, 255, 255),
inner_box_color=(205, 205, 205), inner_box_color=(205, 205, 205),
bottom_strip_color=(180, 180, 180), bottom_strip_color=(180, 180, 180),
font=pygame.font.get_default_font(), font=pygame.font.get_default_font(),
@ -28,13 +37,46 @@ class InputBox:
is_active=True, is_active=True,
input_centered=False, input_centered=False,
fit_text=True, fit_text=True,
clear_input_on_click=False,
outline=True, outline=True,
irregular_outline=False,
outline_additional_pixel=False,
outline_hover_inclusive=True,
outline_thickness=None, outline_thickness=None,
outline_color=(50, 50, 50), outline_color=(50, 50, 50),
box_transform_hover=1,
box_transform_inactive=1,
font_transform_hover=1,
font_transform_inactive=1,
outline_transform_hover=1,
outline_transform_inactive=0.9,
input_box_transform_hover=1.07, input_box_transform_hover=1.07,
input_box_transform_selected=2, input_box_transform_selected=2,
input_box_transform_inactive=0.9 input_box_transform_inactive=0.9
): ):
super().__init__(
position=position,
dimensions=dimensions,
text=text,
box_color=box_color,
font_color=font_color,
is_visible=is_visible,
is_active=is_active,
fit_text=fit_text,
outline=outline,
irregular_outline=irregular_outline,
outline_additional_pixel=outline_additional_pixel,
outline_hover_inclusive=outline_hover_inclusive,
outline_thickness=outline_thickness,
outline_color=outline_color,
box_transform_hover=box_transform_hover,
box_transform_inactive=box_transform_inactive,
font_transform_hover=font_transform_hover,
font_transform_inactive=font_transform_inactive,
outline_transform_hover=outline_transform_hover,
outline_transform_inactive=outline_transform_inactive
)
# extracting and setting values # extracting and setting values
smaller_dimension = min(dimensions) smaller_dimension = min(dimensions)
box_x, box_y = position box_x, box_y = position
@ -49,59 +91,59 @@ class InputBox:
default_input_box_position = (box_x + width / 12, box_y + height / 2) default_input_box_position = (box_x + width / 12, box_y + height / 2)
default_input_box_dimensions = (width - width / 6, 3 * height / 10) default_input_box_dimensions = (width - width / 6, 3 * height / 10)
# counting default outline thickness
default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50
# setting attributes # setting attributes
self.position = position
self.dimensions = dimensions
self.input_box_position = _return_value_or_default(input_box_position, default_input_box_position) self.input_box_position = _return_value_or_default(input_box_position, default_input_box_position)
self.input_box_dimensions = _return_value_or_default(input_box_dimensions, default_input_box_dimensions) self.input_box_dimensions = _return_value_or_default(input_box_dimensions, default_input_box_dimensions)
self.label = label
self.user_input = user_input self.user_input = user_input
self.box_color = _get_proper_rgb(box_color) self.ib_color = get_fixed_rgb(input_box_color)
self.ib_color = _get_proper_rgb(input_box_color) self.typing_highlight_color = get_fixed_rgb(writing_highlight_color)
self.inner_box_color = _get_proper_rgb(inner_box_color) self.inner_box_color = get_fixed_rgb(inner_box_color)
self.bottom_strip_color = _get_proper_rgb(bottom_strip_color) self.bottom_strip_color = get_fixed_rgb(bottom_strip_color)
self.font_color = _get_proper_rgb(font_color) self.clear_input_on_click = clear_input_on_click
self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2.8)) self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2.8))
self.font = pygame.font.SysFont(font, self.font_size) self.font = pygame.font.SysFont(font, self.font_size)
self.input_font_size = max(15, floor(self.input_box_dimensions[1] - 2)) self.input_font_size = max(15, floor(self.input_box_dimensions[1] - 2))
self.input_font = pygame.font.SysFont(font, self.input_font_size) self.input_font = pygame.font.SysFont(font, self.input_font_size)
self.is_visible = is_visible
self.is_active = is_active
self.is_selected = False self.is_selected = False
self.is_active = is_active
self.input_centered = input_centered self.input_centered = input_centered
self.fit_text = fit_text
self.outline = outline
self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness)
self.outline_color = outline_color
self.ib_transform_hover = input_box_transform_hover self.ib_transform_hover = input_box_transform_hover
self.ib_transform_selected = input_box_transform_selected self.ib_transform_selected = input_box_transform_selected
self.ib_transform_inactive = input_box_transform_inactive self.ib_transform_inactive = input_box_transform_inactive
self.backspace_pressed_down = False self.backspace_pressed_down = False
# rendering label to get it's width and height # rendering text to get it's width and height
rendered_label = self.font.render(label, True, (0, 0, 0)) rendered_text = self.font.render(text, True, (0, 0, 0))
# if text is out of bounds and fit_text=True - resizing text to fit the box # if text is out of bounds and fit_text=True - resizing text to fit the box
if self.fit_text and rendered_label.get_width() > self.input_box_dimensions[0]: if self.fit_text and rendered_text.get_width() > self.input_box_dimensions[0]:
self.font_size = floor(self.font_size / (rendered_label.get_width() / width + 0.1)) self.font_size = floor(self.font_size / (rendered_text.get_width() / width + 0.1))
self.font = pygame.font.SysFont(font, self.font_size) self.font = pygame.font.SysFont(font, self.font_size)
# counting colors on: hover, inactive, selected # counting colors on: hover, inactive, selected
self.ib_hover_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_hover))) self.ib_hover_color = get_fixed_rgb(tuple(_transform_rgb(self.ib_color, self.ib_transform_hover)))
self.ib_inactive_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_inactive))) self.ib_inactive_color = get_fixed_rgb(tuple(_transform_rgb(self.ib_color, self.ib_transform_inactive)))
self.ib_selected_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_selected))) self.ib_selected_color = get_fixed_rgb(tuple(_transform_rgb(self.ib_color, self.ib_transform_selected)))
# draws, updates and selects on mouse click the InputBox instance # draws, updates and selects on mouse click the InputBox instance
def run(self, window, mouse_position, events): def run(self, window, mouse_position, events):
self.select_on_click(mouse_position, events) self.select_on_click(mouse_position, events)
self.clear_user_input_on_click(mouse_position, events)
self.draw(window, mouse_position) self.draw(window, mouse_position)
self.update(events) self.update(events)
@_return_itself
# draws an InputBox instance (doesn't run interactions [for everything use run(self, ...) method]) # draws an InputBox instance (doesn't run interactions [for everything use run(self, ...) method])
def draw(self, window, mouse_position): def draw(self, window, mouse_position, *args, **kwargs):
text_attribute_value = self.text
self.text = ""
super().draw(window, mouse_position, *args, **kwargs)
# resetting original attribute values
self.text = text_attribute_value
# if is_visible=True drawing the InputBox # if is_visible=True drawing the InputBox
if self.is_visible: if self.is_visible:
# extracting and setting values from attributes # extracting and setting values from attributes
@ -110,12 +152,6 @@ class InputBox:
input_box_x, input_box_y = self.input_box_position input_box_x, input_box_y = self.input_box_position
input_width, input_height = self.input_box_dimensions input_width, input_height = self.input_box_dimensions
# if outline=True - drawing an outline
if self.outline:
padding = self.outline_thickness
outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding)
pygame.draw.rect(window, self.outline_color, outline_coordinates)
# setting "transparent" background color # setting "transparent" background color
text_background_color = self.ib_color text_background_color = self.ib_color
@ -123,7 +159,7 @@ class InputBox:
# is selected # is selected
if self.is_selected: if self.is_selected:
input_box_color = self.ib_selected_color input_box_color = self.ib_selected_color
text_background_color = (150, 255, 255) text_background_color = self.typing_highlight_color
# is active and mouse is not over # is active and mouse is not over
elif not self.is_over(mouse_position) and self.is_active: elif not self.is_over(mouse_position) and self.is_active:
@ -137,9 +173,6 @@ class InputBox:
else: else:
input_box_color = self.ib_inactive_color input_box_color = self.ib_inactive_color
# drawing outer box
pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height))
# drawing inner (upper) box # drawing inner (upper) box
pygame.draw.rect(window, pygame.draw.rect(window,
self.inner_box_color, self.inner_box_color,
@ -152,13 +185,13 @@ class InputBox:
# drawing bottom strip # drawing bottom strip
pygame.draw.rect(window, self.bottom_strip_color, (box_x, box_y + 9 * height / 10, width, 1 * height / 10)) pygame.draw.rect(window, self.bottom_strip_color, (box_x, box_y + 9 * height / 10, width, 1 * height / 10))
# rendering label and counting its coordinates # rendering text and counting its coordinates
rendered_label = self.font.render(self.label, True, self.font_color) rendered_text = self.font.render(self.text, True, self.font_color)
rendered_label_x = box_x + width / 2 - rendered_label.get_width() / 2 rendered_text_x = box_x + width / 2 - rendered_text.get_width() / 2
rendered_label_y = box_y + height / 4 - rendered_label.get_height() / 2 rendered_text_y = box_y + height / 4 - rendered_text.get_height() / 2
# drawing the label on the coordinates # drawing the text on the coordinates
window.blit(rendered_label, (rendered_label_x, rendered_label_y)) window.blit(rendered_text, (rendered_text_x, rendered_text_y))
# rendering input # rendering input
rendered_input_text = self.input_font.render(self.user_input, True, self.font_color, text_background_color) rendered_input_text = self.input_font.render(self.user_input, True, self.font_color, text_background_color)
@ -177,6 +210,9 @@ class InputBox:
# updates InputBox'es attributes if user types something in it # updates InputBox'es attributes if user types something in it
def update(self, events): def update(self, events):
# resetting attribute value
self.was_enter_hit = False
# if the InputBox is selected - updating the input text # if the InputBox is selected - updating the input text
if self.is_selected: if self.is_selected:
self._delete_characters_if_backspace_pressed() self._delete_characters_if_backspace_pressed()
@ -194,6 +230,7 @@ class InputBox:
elif event.key == pygame.K_RETURN: elif event.key == pygame.K_RETURN:
self.is_selected = False self.is_selected = False
self.was_enter_hit = True
# if text isn't too long - adding a character # if text isn't too long - adding a character
elif rendered_input.get_width() + 10 < self.input_box_dimensions[0]: elif rendered_input.get_width() + 10 < self.input_box_dimensions[0]:
@ -210,28 +247,42 @@ class InputBox:
# if is active set is_selected attribute accordingly # if is active set is_selected attribute accordingly
if self.is_active: if self.is_active:
for event in events: for event in events:
# if mouse is clicked set as selected if mouse is over, or set as not selected otherwise
if event.type == pygame.MOUSEBUTTONUP: if event.type == pygame.MOUSEBUTTONUP:
self.set_is_selected(self.is_over(mouse_position)) self.set_is_selected(self.is_over(mouse_position))
# checks if a position is over the InputBox and returns True or False # clears user's input on click
def is_over(self, position): def clear_user_input_on_click(self, mouse_position, events):
mouse_x, mouse_y = position if self.is_active and self.clear_input_on_click:
button_x, button_y = self.position for event in events:
width, height = self.dimensions
return button_x <= mouse_x <= (button_x + width) and button_y <= mouse_y <= (button_y + height) if event.type == pygame.MOUSEBUTTONUP and self.is_over(mouse_position):
self.clear_input()
# returns InputBox'es label # returns True if user input is empty, or False otherwise
def get_label(self): def is_input_empty(self):
return self.label return not any(self.user_input)
# clears user's input
def clear_input(self):
self.user_input = ""
# returns True if enter key is hit, or False otherwise
def is_enter_hit(self, events):
if self.is_active and self.is_selected:
for event in events:
if event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN:
return True
return self.was_enter_hit
# returns InputBox'es user's input # returns InputBox'es user's input
def get_input(self): def get_input(self):
return self.user_input return self.user_input
# sets chosen coordinates # sets chosen coordinates
def set_space( def set_coordinates(
self, self,
position=None, position=None,
dimensions=None, dimensions=None,
@ -239,11 +290,7 @@ class InputBox:
input_box_dimensions=None, input_box_dimensions=None,
outline_thickness=None outline_thickness=None
): ):
if position is not None: super().set_coordinates(position=position, dimensions=dimensions, outline_thickness=outline_thickness)
self.position = position
if dimensions is not None:
self.dimensions = dimensions
if input_box_position is not None: if input_box_position is not None:
self.input_box_position = input_box_position self.input_box_position = input_box_position
@ -251,13 +298,9 @@ class InputBox:
if input_box_dimensions is not None: if input_box_dimensions is not None:
self.input_box_dimensions = input_box_dimensions self.input_box_dimensions = input_box_dimensions
if outline_thickness is not None:
self.outline_thickness = outline_thickness
# sets chosen text attributes # sets chosen text attributes
def set_texts(self, label=None, user_input=None): def set_texts(self, text=None, user_input=None):
if label is not None: super().set_text(text=text)
self.label = label
if user_input is not None: if user_input is not None:
self.user_input = user_input self.user_input = user_input
@ -268,15 +311,14 @@ class InputBox:
self.font_size = font_size self.font_size = font_size
# rendering text to get it's width and height # rendering text to get it's width and height
rendered_text = self.font.render(self.user_input, True, (0, 0, 0)) rendered_text = self.font.render(self.text, True, (0, 0, 0))
# if text is out of bounds and fit_text=True - resizing text to fit the box # if text is out of bounds and fit_text=True - resizing text to fit the box
if self.fit_text and rendered_text.get_width() > self.dimensions[0]: if self.fit_text and rendered_text.get_width() > self.input_box_dimensions[0]:
self.font_size = floor(self.font_size / (rendered_text.get_width() / self.dimensions[0] + 0.1)) self.font_size = floor(self.font_size / (rendered_text.get_width() / self.dimensions[0] + 0.1))
self.font = pygame.font.SysFont(font, self.font_size) self.font = pygame.font.SysFont(font, self.font_size)
if font is not None: super().set_font(font=font)
self.font = pygame.font.SysFont(font, self.font_size)
# sets chosen color attributes # sets chosen color attributes
def set_colors( def set_colors(
@ -284,30 +326,39 @@ class InputBox:
box_color=None, box_color=None,
input_box_color=None, input_box_color=None,
inner_box_color=None, inner_box_color=None,
writing_highlight_color=None,
bottom_strip_color=None, bottom_strip_color=None,
font_color=None, font_color=None,
outline_color=None, outline_color=None,
box_transform_hover=None,
box_transform_inactive=None,
font_transform_hover=None,
font_transform_inactive=None,
input_box_transform_hover=None, input_box_transform_hover=None,
input_box_transform_selected=None, input_box_transform_selected=None,
input_box_transform_inactive=None input_box_transform_inactive=None,
): ):
if box_color is not None: super().set_colors(
self.box_color = _get_proper_rgb(box_color) box_color=box_color,
font_color=font_color,
outline_color=outline_color,
box_transform_hover=box_transform_hover,
box_transform_inactive=box_transform_inactive,
font_transform_hover=font_transform_hover,
font_transform_inactive=font_transform_inactive
)
if input_box_color is not None: if input_box_color is not None:
self.ib_color = _get_proper_rgb(input_box_color) self.ib_color = get_fixed_rgb(input_box_color)
if writing_highlight_color is not None:
self.typing_highlight_color = writing_highlight_color
if inner_box_color is not None: if inner_box_color is not None:
self.inner_box_color = _get_proper_rgb(inner_box_color) self.inner_box_color = get_fixed_rgb(inner_box_color)
if bottom_strip_color is not None: if bottom_strip_color is not None:
self.bottom_strip_color = _get_proper_rgb(bottom_strip_color) self.bottom_strip_color = get_fixed_rgb(bottom_strip_color)
if font_color is not None:
self.font_color = _get_proper_rgb(font_color)
if outline_color is not None:
self.outline_color = _get_proper_rgb(outline_color)
if input_box_transform_hover is not None: if input_box_transform_hover is not None:
self.ib_transform_hover = input_box_transform_hover self.ib_transform_hover = input_box_transform_hover
@ -318,14 +369,29 @@ class InputBox:
if input_box_transform_inactive is not None: if input_box_transform_inactive is not None:
self.ib_transform_inactive = input_box_transform_inactive self.ib_transform_inactive = input_box_transform_inactive
self.ib_hover_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_hover))) self.ib_hover_color = get_fixed_rgb(tuple(_transform_rgb(self.ib_color, self.ib_transform_hover)))
self.ib_inactive_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_inactive))) self.ib_inactive_color = get_fixed_rgb(tuple(_transform_rgb(self.ib_color, self.ib_transform_inactive)))
self.ib_selected_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_selected))) self.ib_selected_color = get_fixed_rgb(tuple(_transform_rgb(self.ib_color, self.ib_transform_selected)))
# sets chosen flag attributes # sets chosen flag attributes
def set_flags(self, is_visible=None, is_active=None, input_centered=None, fit_text=None, outline=None): def set_flags(
if is_visible is not None: self,
self.is_visible = is_visible is_visible=None,
is_active=None,
input_centered=None,
fit_text=None,
outline=None,
irregular_outline=None,
outline_additional_pixel=None,
outline_hover_inclusive=None
):
super().set_flags(
is_visible=is_visible,
outline=outline,
irregular_outline=None,
outline_additional_pixel=None,
outline_hover_inclusive=None
)
if is_active is not None: if is_active is not None:
self.is_active = is_active self.is_active = is_active
@ -336,9 +402,6 @@ class InputBox:
if fit_text is not None: if fit_text is not None:
self.fit_text = fit_text self.fit_text = fit_text
if outline is not None:
self.outline = outline
# sets is_selected with a given value # sets is_selected with a given value
def set_is_selected(self, is_selected): def set_is_selected(self, is_selected):
self.is_selected = is_selected self.is_selected = is_selected
@ -360,18 +423,3 @@ class InputBox:
elif self.backspace_pressed_down: elif self.backspace_pressed_down:
self.backspace_tick += 1 self.backspace_tick += 1
def _get_proper_rgb(x):
r, g, b = x
r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b)))
return tuple((r, g, b))
def _transform(iterable, transform_value):
return [x * transform_value for x in iterable]
def _return_value_or_default(value, default):
return default if value is None else value

View File

@ -16,6 +16,9 @@ class TextBox:
is_visible=True, is_visible=True,
fit_text=True, fit_text=True,
outline=True, outline=True,
irregular_outline=False,
outline_additional_pixel=False,
outline_hover_inclusive=True,
outline_thickness=None, outline_thickness=None,
outline_color=(50, 50, 50) outline_color=(50, 50, 50)
): ):
@ -24,21 +27,24 @@ class TextBox:
width, height = dimensions width, height = dimensions
# counting default outline thickness # counting default outline thickness
default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50 default_outline_thickness = max(1, floor((2 * smaller_dimension + width + height) / 200))
# setting attributes # setting attributes
self.position = position self.position = position
self.dimensions = dimensions self.dimensions = dimensions
self.text = text self.text = text
self.box_color = _get_proper_rgb(box_color) self.box_color = get_fixed_rgb(box_color)
self.font_color = _get_proper_rgb(font_color) self.font_color = get_fixed_rgb(font_color)
self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2)) self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2))
self.font = pygame.font.SysFont(font, self.font_size) self.font = pygame.font.SysFont(font, self.font_size)
self.is_visible = is_visible self.is_visible = is_visible
self.fit_text = fit_text self.fit_text = fit_text
self.outline = outline self.outline = outline
self.irregular_outline = irregular_outline
self.outline_additional_pixel = outline_additional_pixel
self.outline_hover_inclusive = outline_hover_inclusive
self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness) self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness)
self.outline_color = _get_proper_rgb(outline_color) self.outline_color = get_fixed_rgb(outline_color)
# rendering text to get it's width and height # rendering text to get it's width and height
rendered_text = self.font.render(text, True, (0, 0, 0)) rendered_text = self.font.render(text, True, (0, 0, 0))
@ -49,7 +55,7 @@ class TextBox:
self.font = pygame.font.SysFont(font, self.font_size) self.font = pygame.font.SysFont(font, self.font_size)
# draws the TextBox # draws the TextBox
def draw(self, window): def draw(self, window, *args, **kwargs):
# if is_visible=True drawing the TextBox # if is_visible=True drawing the TextBox
if self.is_visible: if self.is_visible:
# extracting and setting values from attributes # extracting and setting values from attributes
@ -58,8 +64,9 @@ class TextBox:
# if outline=True - drawing an outline # if outline=True - drawing an outline
if self.outline: if self.outline:
padding = self.outline_thickness padding = self.outline_thickness - self.irregular_outline / 2 + self.outline_additional_pixel
outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding) outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding)
pygame.draw.rect(window, self.outline_color, outline_coordinates) pygame.draw.rect(window, self.outline_color, outline_coordinates)
# drawing the box # drawing the box
@ -73,6 +80,27 @@ class TextBox:
# drawing the box on the coordinates # drawing the box on the coordinates
window.blit(rendered_text, (rendered_text_x, rendered_text_y)) window.blit(rendered_text, (rendered_text_x, rendered_text_y))
# checks if a position is over the InputBox and returns True or False
def is_over(self, position):
mouse_x, mouse_y = position
if not self.outline_hover_inclusive:
button_x, button_y = self.position
width, height = self.dimensions
else:
padding = self.outline_thickness
button_x, button_y = self.position
width, height = self.dimensions
button_x, button_y = button_x - padding, button_y - padding
width, height = width + 2 * padding, height + 2 * padding
return button_x <= mouse_x <= (button_x + width) and button_y <= mouse_y <= (button_y + height)
# returns text value
def get_text(self):
return self.text
# sets chosen coordinates # sets chosen coordinates
def set_coordinates(self, position=None, dimensions=None, outline_thickness=None): def set_coordinates(self, position=None, dimensions=None, outline_thickness=None):
if position is not None: if position is not None:
@ -86,7 +114,8 @@ class TextBox:
# sets the TextBox's text # sets the TextBox's text
def set_text(self, text): def set_text(self, text):
self.text = text if text is not None:
self.text = text
# sets chosen font attributes # sets chosen font attributes
def set_font(self, font=None, font_size=None): def set_font(self, font=None, font_size=None):
@ -107,25 +136,41 @@ class TextBox:
# sets chosen color attributes # sets chosen color attributes
def set_colors(self, box_color=None, font_color=None, outline_color=None): def set_colors(self, box_color=None, font_color=None, outline_color=None):
if box_color is not None: if box_color is not None:
self.box_color = _get_proper_rgb(box_color) self.box_color = get_fixed_rgb(box_color)
if font_color is not None: if font_color is not None:
self.font_color = _get_proper_rgb(font_color) self.font_color = get_fixed_rgb(font_color)
if outline_color is not None: if outline_color is not None:
self.outline_color = outline_color self.outline_color = outline_color
# sets chosen flags # sets chosen flags
def set_flags(self, is_visible=None, outline=None): def set_flags(
self,
is_visible=None,
outline=None,
irregular_outline=None,
outline_additional_pixel=None,
outline_hover_inclusive=None
):
if is_visible is not None: if is_visible is not None:
self.is_visible = is_visible self.is_visible = is_visible
if outline is not None: if outline is not None:
self.outline = outline self.outline = outline
if irregular_outline is not None:
self.irregular_outline = irregular_outline
if outline_additional_pixel is not None:
self.outline_additional_pixel = outline_additional_pixel
if outline_hover_inclusive is not None:
self.outline_hover_inclusive = outline_hover_inclusive
# returns values that are not out of range # returns values that are not out of range
def _get_proper_rgb(x): def get_fixed_rgb(x):
r, g, b = x r, g, b = x
r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b))) r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b)))