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vracabulous.py
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vracabulous.py
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# coding=utf-8
"""
A module with a lot of helping functions.
This can help to every project, but is not too specific to make a entire module.
"""
import os
import pygame
from pygame.locals import *
from collections import defaultdict
from GUI.base import BaseWidget
from GUI.locals import FLASH_GREEN, MIDNIGHT_BLUE, TOPLEFT, WHITE, BLUE
from GUI.text import SimpleText
class FPSIndicator(SimpleText):
"""A small text on the top right corner of the screen showing the fps."""
def __init__(self, clock: pygame.time.Clock):
"""A widget to indicate the FPS on the topleft corner of the screen.
:param clock: The clock used to control the fps.
"""
self.clock = clock
super().__init__(self.get_fps_text, (0, 0), FLASH_GREEN, MIDNIGHT_BLUE, anchor=TOPLEFT)
def get_fps_text(self):
"""Retruna string representing the fps."""
return str(round(self.clock.get_fps()))
def render(self, display):
pygame.draw.rect(display, MIDNIGHT_BLUE, ((0, 0), (20, 28)))
super().render(display)
return (0, 0), (20, 28)
class FocusSelector:
"""A tool to navigate between many objects easily."""
def __init__(self, *items):
assert len(items) > 0
self.items = items
for i in items:
i.unfocus()
self.items[0].focus()
self._selected = 0
def a():
return a
self._on_select = defaultdict(a)
self._on_unselect = defaultdict(a)
def __len__(self):
return len(self.items)
def next(self):
"""Selects the next item."""
self.select(self._selected + 1)
def prev(self):
"""Selects the previous item."""
self.select(self._selected - 1)
def select(self, item):
"""Select an arbitrary item, by possition or by reference."""
self._on_unselect[self._selected]()
self.selected().unfocus()
if isinstance(item, int):
self._selected = item % len(self)
else:
self._selected = self.items.index(item)
self.selected().focus()
self._on_select[self._selected]()
def selected(self):
"""Return the curently focused object."""
return self.items[self._selected]
def selected_index(self):
"""Return the index of the selected item in the item list."""
return self._selected
def is_selected(self, item):
"""Return true if the object is focused."""
return self.items.index(item) == self._selected
def on_select(self, item, action):
"""
Add an action to make when an object is selected.
Only one action can be stored this way.
"""
if not isinstance(item, int):
item = self.items.index(item)
self._on_select[item] = action
def on_unselect(self, item, action):
"""Add an action to make when an object is unfocused."""
if not isinstance(item, int):
item = self.items.index(item)
self._on_unselect[item] = action
class Separator:
"""
A positionning tool.
Like a V2, but gives tuples when added or substrayed. This is usefull for functions that take only tuples
Gives still a Separator when mul/divided
"""
def __init__(self, x, y=None):
if y is None:
self.x = x[0]
self.y = x[1]
else:
self.x = x
self.y = y
def __repr__(self):
return "<Sep({}, {})>".format(self.x, self.y)
def __getitem__(self, item):
if item == 0:
return self.x
if item == 1:
return self.y
raise IndexError
def __setitem__(self, key, value):
if key == 0:
self.x = value
return
if key == 1:
self.y = value
return
raise IndexError
def __eq__(self, other):
return self.x == other[0] and self.y == other[1]
def __neg__(self):
return Separator(-self.x, -self.y)
def __add__(self, other):
return self.x + other[0], self.y + other[1]
def __radd__(self, other):
return self + other
def __sub__(self, other):
return self.x - other[0], self.y - other[1]
def __rsub__(self, other):
return -self + other
def __mul__(self, other):
return Separator(self.x * other, self.y * other)
def __rmul__(self, other):
return self * other
def __truediv__(self, other):
return self * (1 / other)
@property
def t(self):
return self.x, self.y
class Window:
"""
This is a base class for a small pygame project, you should implement
- the __init__(): where you create all widgets
- the update_on_event() to listen to event the way you want
- the render() to draw your widgets
Don't forget to call super() on those methods
class variable to customise the project : FPS, VIDEO_OPTION, SCREEN_SIZE, NAME, EVENT_ALLOWED
"""
SCREEN_SIZE = 800, 500
NAME = 'Empty project'
VIDEO_OPTIONS = VIDEORESIZE
EVENT_ALLOWED = (QUIT, ACTIVEEVENT, KEYDOWN, KEYUP, MOUSEMOTION, MOUSEBUTTONUP, MOUSEBUTTONDOWN,
JOYAXISMOTION, JOYBALLMOTION, JOYHATMOTION, JOYBUTTONUP, JOYBUTTONDOWN, VIDEORESIZE,
VIDEOEXPOSE, USEREVENT) # all events
FPS = 60
SHOW_FPS = False
BACKGROUND_COLOR = WHITE
BORDER_COLOR = BLUE
def __init__(self):
"""
This is a base class for a small pygame project, you should extend
- the __init__(): where you create all widgets
- the update_on_event() to listen to event the way you want
- the render() to draw your widgets
Don't forget to call super() on those methods
class variable to customise the project : FPS, VIDEO_OPTION, SCREEN_SIZE, NAME
"""
self.running = True
self.screen = self.new_screen()
self.clock = pygame.time.Clock()
self._widgets = []
self.fps = FPSIndicator(self.clock)
def add(self, widget, condition=lambda: 42):
"""
Add a widget to the widows.
The widget will auto render. You can use the function like that if you want to keep the widget accecible :
self.my_widget = self.add(my_widget)
"""
assert callable(condition)
assert isinstance(widget, BaseWidget)
self._widgets.append((widget, condition))
return widget
def remove(self, widget):
"""Remove a widget from the window."""
for i, (wid, _) in enumerate(self._widgets):
if widget is wid:
del self._widgets[i]
return True
raise ValueError('Widget not in list')
def update_on_event(self, e):
"""Process a single event."""
if e.type == QUIT:
self.running = False
elif e.type == KEYDOWN:
if e.key == K_ESCAPE:
self.running = False
elif e.key == K_F4 and e.mod & KMOD_ALT: # Alt+F4 --> quits
self.running = False
elif e.type == VIDEORESIZE:
self.SCREEN_SIZE = e.size
self.screen = self.new_screen()
def update(self):
"""Get all events and process them by calling update_on_event()"""
events = pygame.event.get()
for e in events:
self.update_on_event(e)
for wid, cond in self._widgets:
if cond():
wid.update(events)
def render(self):
"""Render the screen. Here you must draw everything."""
self.screen.fill(self.BACKGROUND_COLOR)
for wid, cond in self._widgets:
if cond():
wid.render(self.screen)
if self.BORDER_COLOR is not None:
pygame.draw.rect(self.screen, self.BORDER_COLOR, ((0, 0), self.SCREEN_SIZE), 1)
if self.SHOW_FPS:
self.fps.render(self.screen)
def update_screen(self):
"""Refresh the screen. You don't need to override this except to update only small portins of the screen."""
self.clock.tick(self.FPS)
pygame.display.update()
# noinspection PyMethodMayBeStatic
def destroy(self):
"""Clean what is needed at the end and returns what run() returns"""
return 0
def run(self):
"""The run loop. Returns self.destroy()"""
while self.running:
self.update()
self.render()
self.update_screen()
return self.destroy()
def new_screen(self):
"""Makes a new screen with a size of SCREEN_SIZE, and VIDEO_OPTION as flags. Sets the windows name to NAME."""
os.environ['SDL_VIDEO_CENTERED'] = '1'
pygame.display.set_caption(self.NAME)
screen_s = self.SCREEN_SIZE
video_options = self.VIDEO_OPTIONS
if FULLSCREEN & self.VIDEO_OPTIONS:
video_options ^= FULLSCREEN
video_options |= NOFRAME
screen_s = (0, 0)
screen = pygame.display.set_mode(screen_s, video_options)
if FULLSCREEN & self.VIDEO_OPTIONS:
self.SCREEN_SIZE = screen.get_size()
if not QUIT in self.EVENT_ALLOWED:
self.EVENT_ALLOWED = list(self.EVENT_ALLOWED)
self.EVENT_ALLOWED.append(QUIT)
pygame.event.set_allowed(self.EVENT_ALLOWED)
return screen
Sep = Separator
__all__ = ['FocusSelector', 'FPSIndicator', 'Separator', 'Window']