added simple ui classes; updated .gitignore file to ignore .idea files
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.gitignore
vendored
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.gitignore
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# .idea files
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.idea
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# Byte-compiled / optimized / DLL files
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__pycache__/
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*.py[cod]
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221
ui/button.py
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221
ui/button.py
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import pygame
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from math import floor
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class Button:
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# constructor that can be used to set parameters of Button instance
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def __init__(
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self,
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position,
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dimensions,
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text="",
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box_color=(195, 195, 195),
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font=pygame.font.get_default_font(),
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font_color=(50, 50, 50),
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font_size=None,
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is_visible=True,
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is_active=True,
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fit_text=True,
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outline=True,
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outline_thickness=None,
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outline_color=(50, 50, 50),
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box_transform_hover=1.16,
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box_transform_inactive=0.9,
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font_transform_hover=1.24,
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font_transform_inactive=0.85
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):
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# extracting and setting values
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smaller_dimension = min(dimensions)
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width, height = dimensions
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# counting default outline thickness
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default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50
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# setting attributes
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self.position = position
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self.dimensions = dimensions
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self.text = text
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self.box_color = _get_proper_rgb(box_color)
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self.font_color = _get_proper_rgb(font_color)
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self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2))
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self.font = pygame.font.SysFont(font, self.font_size)
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self.is_visible = is_visible
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self.is_active = is_active
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self.fit_text = fit_text
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self.outline = outline
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self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness)
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self.outline_color = _get_proper_rgb(outline_color)
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self.box_transform_hover = box_transform_hover
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self.box_transform_inactive = box_transform_inactive
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self.font_transform_hover = font_transform_hover
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self.font_transform_inactive = font_transform_inactive
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# rendering text to get it's width and height
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rendered_text = self.font.render(text, True, (0, 0, 0))
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# if text is out of bounds and fit_text=True - resizing text to fit the box
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if self.fit_text and rendered_text.get_width() > self.dimensions[0]:
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self.font_size = floor(self.font_size / (rendered_text.get_width() / width + 0.1))
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self.font = pygame.font.SysFont(font, self.font_size)
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# counting colors on: hover, inactive
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self.box_hover_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_hover)))
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self.box_inactive_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_inactive)))
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self.font_hover_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_hover)))
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self.font_inactive_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_inactive)))
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# draws the Button instance
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def draw(self, window, mouse_position):
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# if is_visible=True - drawing Button
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if self.is_visible:
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# extracting and setting values from attributes
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box_x, box_y = self.position
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width, height = self.dimensions
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# if outline=True - drawing an outline
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if self.outline:
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padding = self.outline_thickness
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outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding)
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pygame.draw.rect(window, self.outline_color, outline_coordinates)
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# setting values accordingly to InputBox'es state
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# is active and mouse is not over
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if not self.is_over(mouse_position) and self.is_active:
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pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height))
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text_color = self.font_color
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# is active and mouse is over
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elif self.is_active:
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pygame.draw.rect(window, self.box_hover_color, (box_x, box_y, width, height))
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text_color = self.font_hover_color
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# is not active
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else:
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pygame.draw.rect(window, self.box_inactive_color, (box_x, box_y, width, height))
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text_color = self.font_inactive_color
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# rendering text and counting its coordinates
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rendered_text = self.font.render(self.text, True, text_color)
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rendered_text_x = box_x + width / 2 - rendered_text.get_width() / 2
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rendered_text_y = box_y + height / 2 - rendered_text.get_height() / 2
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# drawing the text on the coordinates
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window.blit(rendered_text, (rendered_text_x, rendered_text_y))
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# returns True if the Button is clicked, or False otherwise
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def is_clicked(self, mouse_position, events):
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# if is_active=True and mouse is over the Button - checking if mouse is clicked
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if self.is_active and self.is_over(mouse_position):
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# if mouse is clicked returning True, otherwise False
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for event in events:
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if event.type == pygame.MOUSEBUTTONUP:
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return True
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return False
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# checks if a position is over the InputBox and returns True or False
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def is_over(self, position):
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mouse_x, mouse_y = position
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button_x, button_y = self.position
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width, height = self.dimensions
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return button_x <= mouse_x <= (button_x + width) and button_y <= mouse_y <= (button_y + height)
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# returns text value
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def get_text(self):
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return self.text
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# sets chosen coordinates
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def set_coordinates(self, position=None, dimensions=None, outline_thickness=None):
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if position is not None:
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self.position = position
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if dimensions is not None:
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self.dimensions = dimensions
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if outline_thickness is not None:
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self.outline_thickness = outline_thickness
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# sets text attribute
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def set_text(self, text):
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self.text = text
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# sets chosen font attributes
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def set_font(self, font=None, font_size=None):
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if font_size is not None:
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self.font_size = font_size
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# rendering text to get it's width and height
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rendered_text = self.font.render(self.text, True, (0, 0, 0))
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# if text is out of bounds and fit_text=True - resizing text to fit the box
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if self.fit_text and rendered_text.get_width() > self.dimensions[0]:
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self.font_size = floor(self.font_size / (rendered_text.get_width() / self.dimensions[0] + 0.1))
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self.font = pygame.font.SysFont(font, self.font_size)
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if font is not None:
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self.font = pygame.font.SysFont(font, self.font_size)
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# sets chosen color attributes
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def set_colors(
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self,
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box_color=None,
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font_color=None,
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outline_color=None,
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box_transform_hover=None,
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box_transform_inactive=None,
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font_transform_hover=None,
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font_transform_inactive=None
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):
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if box_color is not None:
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self.box_color = _get_proper_rgb(box_color)
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if font_color is not None:
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self.font_color = _get_proper_rgb(font_color)
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if outline_color is not None:
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self.outline_color = _get_proper_rgb(outline_color)
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if box_transform_hover is not None:
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self.box_transform_hover = box_transform_hover
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if box_transform_inactive is not None:
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self.box_transform_inactive = box_transform_inactive
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if font_transform_hover is not None:
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self.font_transform_hover = font_transform_hover
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if font_transform_inactive is not None:
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self.font_transform_inactive = font_transform_inactive
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self.box_hover_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_hover)))
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self.box_inactive_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_inactive)))
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self.font_hover_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_hover)))
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self.font_inactive_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_inactive)))
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# sets chosen flags
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def set_flags(self, is_visible=None, is_active=None, outline=None):
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if is_visible is not None:
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self.is_visible = is_visible
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if is_active is not None:
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self.is_active = is_active
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if outline is not None:
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self.outline = outline
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def _get_proper_rgb(x):
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r, g, b = x
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r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b)))
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return tuple((r, g, b))
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def _transform(iterable, transform_value):
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return [x * transform_value for x in iterable]
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def _return_value_or_default(value, default):
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return default if value is None else value
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ui/input_box.py
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377
ui/input_box.py
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import pygame
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from math import floor
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class InputBox:
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backspace_tick = 0
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backspace_deleted_streak = 0
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backspace_breakpoint = 6
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deleting_speeds = [12, 4]
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# constructor that can be used to set parameters of InputBox instance
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def __init__(
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self,
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position,
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dimensions,
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input_box_position=None,
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input_box_dimensions=None,
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label="",
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user_input="",
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box_color=(195, 195, 195),
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input_box_color=(225, 245, 245),
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inner_box_color=(205, 205, 205),
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bottom_strip_color=(180, 180, 180),
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font=pygame.font.get_default_font(),
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font_color=(50, 50, 50),
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font_size=None,
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is_visible=True,
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is_active=True,
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input_centered=False,
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fit_text=True,
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outline=True,
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outline_thickness=None,
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outline_color=(50, 50, 50),
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input_box_transform_hover=1.07,
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input_box_transform_selected=2,
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input_box_transform_inactive=0.9
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):
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# extracting and setting values
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smaller_dimension = min(dimensions)
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box_x, box_y = position
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width, height = dimensions
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# picking default input_box position and dimensions depending on the boxes width
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if width < 70:
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default_input_box_position = (box_x + width / 20, box_y + height / 2)
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default_input_box_dimensions = (width - width / 10, 3 * height / 10)
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else:
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default_input_box_position = (box_x + width / 12, box_y + height / 2)
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default_input_box_dimensions = (width - width / 6, 3 * height / 10)
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# counting default outline thickness
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default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50
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# setting attributes
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self.position = position
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self.dimensions = dimensions
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self.input_box_position = _return_value_or_default(input_box_position, default_input_box_position)
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self.input_box_dimensions = _return_value_or_default(input_box_dimensions, default_input_box_dimensions)
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self.label = label
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self.user_input = user_input
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self.box_color = _get_proper_rgb(box_color)
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self.ib_color = _get_proper_rgb(input_box_color)
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self.inner_box_color = _get_proper_rgb(inner_box_color)
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self.bottom_strip_color = _get_proper_rgb(bottom_strip_color)
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self.font_color = _get_proper_rgb(font_color)
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self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2.8))
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self.font = pygame.font.SysFont(font, self.font_size)
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self.input_font_size = max(15, floor(self.input_box_dimensions[1] - 2))
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self.input_font = pygame.font.SysFont(font, self.input_font_size)
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self.is_visible = is_visible
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self.is_active = is_active
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self.is_selected = False
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self.input_centered = input_centered
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self.fit_text = fit_text
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self.outline = outline
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self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness)
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self.outline_color = outline_color
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self.ib_transform_hover = input_box_transform_hover
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self.ib_transform_selected = input_box_transform_selected
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self.ib_transform_inactive = input_box_transform_inactive
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self.backspace_pressed_down = False
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# rendering label to get it's width and height
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rendered_label = self.font.render(label, True, (0, 0, 0))
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# if text is out of bounds and fit_text=True - resizing text to fit the box
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if self.fit_text and rendered_label.get_width() > self.input_box_dimensions[0]:
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self.font_size = floor(self.font_size / (rendered_label.get_width() / width + 0.1))
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self.font = pygame.font.SysFont(font, self.font_size)
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# counting colors on: hover, inactive, selected
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self.ib_hover_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_hover)))
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self.ib_inactive_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_inactive)))
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self.ib_selected_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_selected)))
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# draws, updates and selects on mouse click the InputBox instance
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def run(self, window, mouse_position, events):
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self.select_on_click(mouse_position, events)
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self.draw(window, mouse_position)
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self.update(events)
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# draws an InputBox instance (doesn't run interactions [for everything use run(self, ...) method])
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def draw(self, window, mouse_position):
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# if is_visible=True drawing the InputBox
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if self.is_visible:
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# extracting and setting values from attributes
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box_x, box_y = self.position
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width, height = self.dimensions
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input_box_x, input_box_y = self.input_box_position
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input_width, input_height = self.input_box_dimensions
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# if outline=True - drawing an outline
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if self.outline:
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padding = self.outline_thickness
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outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding)
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pygame.draw.rect(window, self.outline_color, outline_coordinates)
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# setting "transparent" background color
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text_background_color = self.ib_color
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# setting values accordingly to InputBox'es state
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# is selected
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if self.is_selected:
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input_box_color = self.ib_selected_color
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text_background_color = (150, 255, 255)
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# is active and mouse is not over
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elif not self.is_over(mouse_position) and self.is_active:
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input_box_color = self.ib_color
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# is active and mouse is over
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elif self.is_active:
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input_box_color = self.ib_hover_color
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# is not active
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else:
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input_box_color = self.ib_inactive_color
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# drawing outer box
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pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height))
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# drawing inner (upper) box
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pygame.draw.rect(window,
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self.inner_box_color,
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(input_box_x, box_y + height / 10, input_width, height - input_height - height / 2.5)
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)
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# drawing input (lower) box
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pygame.draw.rect(window, input_box_color, (input_box_x, input_box_y, input_width, input_height))
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# drawing bottom strip
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pygame.draw.rect(window, self.bottom_strip_color, (box_x, box_y + 9 * height / 10, width, 1 * height / 10))
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# rendering label and counting its coordinates
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rendered_label = self.font.render(self.label, True, self.font_color)
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rendered_label_x = box_x + width / 2 - rendered_label.get_width() / 2
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rendered_label_y = box_y + height / 4 - rendered_label.get_height() / 2
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# drawing the label on the coordinates
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window.blit(rendered_label, (rendered_label_x, rendered_label_y))
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# rendering input
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rendered_input_text = self.input_font.render(self.user_input, True, self.font_color, text_background_color)
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# picking input coordinates on center or not depending on input_centered flag value
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if self.input_centered:
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rendered_input_text_x = input_box_x + input_width / 2 - rendered_input_text.get_width() / 2
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rendered_input_text_y = input_box_y + input_height / 2 - rendered_input_text.get_height() / 2
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else:
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rendered_input_text_x = input_box_x + 2
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rendered_input_text_y = input_box_y + input_height / 2 - rendered_input_text.get_height() / 2
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# drawing the input on the coordinates
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window.blit(rendered_input_text, (rendered_input_text_x, rendered_input_text_y))
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# updates InputBox'es attributes if user types something in it
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def update(self, events):
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# if the InputBox is selected - updating the input text
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if self.is_selected:
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self._delete_characters_if_backspace_pressed()
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# rendering input to get it's width and height
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rendered_input = self.input_font.render(self.user_input, True, self.font_color, self.ib_inactive_color)
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# deleting or adding characters depending on user's input
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for event in events:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_BACKSPACE:
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if not self.backspace_pressed_down:
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self.user_input = self.user_input[:-1]
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self.backspace_pressed_down = True
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|
||||
elif event.key == pygame.K_RETURN:
|
||||
self.is_selected = False
|
||||
|
||||
# if text isn't too long - adding a character
|
||||
elif rendered_input.get_width() + 10 < self.input_box_dimensions[0]:
|
||||
self.user_input += event.unicode
|
||||
|
||||
elif event.type == pygame.KEYUP:
|
||||
if event.key == pygame.K_BACKSPACE:
|
||||
self.backspace_pressed_down = False
|
||||
self.backspace_tick = 0
|
||||
self.backspace_deleted_streak = 0
|
||||
|
||||
# checks if the InputBox is clicked and changes is_selected to True or False
|
||||
def select_on_click(self, mouse_position, events):
|
||||
# if is active set is_selected attribute accordingly
|
||||
if self.is_active:
|
||||
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:
|
||||
self.set_is_selected(self.is_over(mouse_position))
|
||||
|
||||
# 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 InputBox'es label
|
||||
def get_label(self):
|
||||
return self.label
|
||||
|
||||
# returns InputBox'es user's input
|
||||
def get_input(self):
|
||||
return self.user_input
|
||||
|
||||
# sets chosen coordinates
|
||||
def set_space(
|
||||
self,
|
||||
position=None,
|
||||
dimensions=None,
|
||||
input_box_position=None,
|
||||
input_box_dimensions=None,
|
||||
outline_thickness=None
|
||||
):
|
||||
if position is not None:
|
||||
self.position = position
|
||||
|
||||
if dimensions is not None:
|
||||
self.dimensions = dimensions
|
||||
|
||||
if input_box_position is not None:
|
||||
self.input_box_position = input_box_position
|
||||
|
||||
if input_box_dimensions is not None:
|
||||
self.input_box_dimensions = input_box_dimensions
|
||||
|
||||
if outline_thickness is not None:
|
||||
self.outline_thickness = outline_thickness
|
||||
|
||||
# sets chosen text attributes
|
||||
def set_texts(self, label=None, user_input=None):
|
||||
if label is not None:
|
||||
self.label = label
|
||||
|
||||
if user_input is not None:
|
||||
self.user_input = user_input
|
||||
|
||||
# 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.user_input, 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
|
||||
def set_colors(
|
||||
self,
|
||||
box_color=None,
|
||||
input_box_color=None,
|
||||
inner_box_color=None,
|
||||
bottom_strip_color=None,
|
||||
font_color=None,
|
||||
outline_color=None,
|
||||
input_box_transform_hover=None,
|
||||
input_box_transform_selected=None,
|
||||
input_box_transform_inactive=None
|
||||
):
|
||||
if box_color is not None:
|
||||
self.box_color = _get_proper_rgb(box_color)
|
||||
|
||||
if input_box_color is not None:
|
||||
self.ib_color = _get_proper_rgb(input_box_color)
|
||||
|
||||
if inner_box_color is not None:
|
||||
self.inner_box_color = _get_proper_rgb(inner_box_color)
|
||||
|
||||
if bottom_strip_color is not None:
|
||||
self.bottom_strip_color = _get_proper_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:
|
||||
self.ib_transform_hover = input_box_transform_hover
|
||||
|
||||
if input_box_transform_selected is not None:
|
||||
self.ib_transform_selected = input_box_transform_selected
|
||||
|
||||
if input_box_transform_inactive is not None:
|
||||
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_inactive_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_inactive)))
|
||||
self.ib_selected_color = _get_proper_rgb(tuple(_transform(self.ib_color, self.ib_transform_selected)))
|
||||
|
||||
# sets chosen flag attributes
|
||||
def set_flags(self, is_visible=None, is_active=None, input_centered=None, fit_text=None, outline=None):
|
||||
if is_visible is not None:
|
||||
self.is_visible = is_visible
|
||||
|
||||
if is_active is not None:
|
||||
self.is_active = is_active
|
||||
|
||||
if input_centered is not None:
|
||||
self.input_centered = input_centered
|
||||
|
||||
if fit_text is not None:
|
||||
self.fit_text = fit_text
|
||||
|
||||
if outline is not None:
|
||||
self.outline = outline
|
||||
|
||||
# sets is_selected with a given value
|
||||
def set_is_selected(self, is_selected):
|
||||
self.is_selected = is_selected
|
||||
|
||||
def _delete_characters_if_backspace_pressed(self):
|
||||
if self.backspace_pressed_down and \
|
||||
(self.backspace_tick + 1) % self.deleting_speeds[0] == 0 and \
|
||||
self.backspace_deleted_streak <= 6:
|
||||
self.user_input = self.user_input[:-1]
|
||||
self.backspace_tick = 0
|
||||
self.backspace_deleted_streak += 1
|
||||
|
||||
elif self.backspace_pressed_down and \
|
||||
(self.backspace_tick + 1) % self.deleting_speeds[1] == 0 and \
|
||||
self.backspace_deleted_streak > 6:
|
||||
self.user_input = self.user_input[:-1]
|
||||
self.backspace_tick = 0
|
||||
self.backspace_deleted_streak += 1
|
||||
|
||||
elif self.backspace_pressed_down:
|
||||
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
|
137
ui/text_box.py
Normal file
137
ui/text_box.py
Normal file
@ -0,0 +1,137 @@
|
||||
import pygame
|
||||
from math import floor
|
||||
|
||||
|
||||
class TextBox:
|
||||
# constructor that can be used to set parameters of TextBox instance
|
||||
def __init__(
|
||||
self,
|
||||
position,
|
||||
dimensions,
|
||||
text="",
|
||||
box_color=(200, 200, 200),
|
||||
font=pygame.font.get_default_font(),
|
||||
font_color=(0, 0, 0),
|
||||
font_size=None,
|
||||
is_visible=True,
|
||||
fit_text=True,
|
||||
outline=True,
|
||||
outline_thickness=None,
|
||||
outline_color=(50, 50, 50)
|
||||
):
|
||||
# extracting and setting values
|
||||
smaller_dimension = min(dimensions)
|
||||
width, height = dimensions
|
||||
|
||||
# counting default outline thickness
|
||||
default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50
|
||||
|
||||
# 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.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)
|
||||
|
||||
# rendering text to get it's width and height
|
||||
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)
|
||||
|
||||
# draws the TextBox
|
||||
def draw(self, window):
|
||||
# if is_visible=True drawing the TextBox
|
||||
if self.is_visible:
|
||||
# extracting and setting values from attributes
|
||||
box_x, box_y = self.position
|
||||
width, height = self.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)
|
||||
|
||||
# drawing the box
|
||||
pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height))
|
||||
|
||||
# rendering text and counting it's coordinates
|
||||
rendered_text = self.font.render(self.text, True, self.font_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 box on the coordinates
|
||||
window.blit(rendered_text, (rendered_text_x, rendered_text_y))
|
||||
|
||||
# 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 the TextBox's text
|
||||
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
|
||||
def set_colors(self, box_color=None, font_color=None, outline_color=None):
|
||||
if box_color is not None:
|
||||
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 = outline_color
|
||||
|
||||
# sets chosen flags
|
||||
def set_flags(self, is_visible=None, outline=None):
|
||||
if is_visible is not None:
|
||||
self.is_visible = is_visible
|
||||
|
||||
if outline is not None:
|
||||
self.outline = outline
|
||||
|
||||
|
||||
# returns values that are not out of range
|
||||
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))
|
||||
|
||||
|
||||
# returns value or default depending on if passed value is None or not
|
||||
def _return_value_or_default(value, default):
|
||||
return default if value is None else value
|
Loading…
Reference in New Issue
Block a user