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gui.py
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import pygame
from pygame import Color
class Label:
def __init__(self, rect, text, font_color, name):
self.rect = pygame.Rect(rect)
self.text = text
self.font_color = font_color
self.name = name
self.font = pygame.font.SysFont('couriernew', self.rect.h - 4, True)
def render(self, surface):
rendered_text = self.font.render(self.text, 1, self.font_color)
surface.blit(rendered_text, self.rect.topleft)
class TextBox:
def __init__(self, rect, default_text='', callback=None, name=''):
self.active = False
self.blink = True
self.blink_timer = 0
self.caret = 0
self.rect = pygame.Rect(rect)
self.flag_first_active = True
self.default_text = default_text
self.text = ''
self.font = pygame.font.SysFont('couriernew', self.rect.height - 15, bold=True)
self.font_color = Color('Black')
self.name = name
self.callback = callback
self.error = False
def apply_event(self, event):
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
if callable(self.callback):
self.callback(self.text)
self.text = ''
self.caret = 0
elif event.key == pygame.K_BACKSPACE:
if len(self.text) > 0 and self.caret != 0:
self.text = self.text[:self.caret - 1] + self.text[self.caret:]
if self.caret > 0:
self.caret -= 1
elif event.key == pygame.K_LEFT:
if self.caret > 0:
self.caret -= 1
elif event.key == pygame.K_RIGHT:
if self.caret < len(self.text):
self.caret += 1
else:
if self.font.render(self.text + event.unicode, 1, self.font_color).get_rect().w < self.rect.w:
self.text = self.text[:self.caret] + event.unicode + self.text[self.caret:]
self.caret += 1
self.error = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
self.active = self.rect.collidepoint(event.pos)
if self.active:
if len(self.text) > 0 and self.text != self.default_text:
self.caret = (event.pos[0] - self.rect.x) // (self.rendered_rect.width // len(self.text))
if self.caret >= len(self.text):
self.caret = len(self.text)
else:
self.caret = 0
def update(self):
if self.active and self.flag_first_active:
self.flag_first_active = False
self.text = ''
self.caret = 0
elif not self.active and not self.flag_first_active and self.text == '':
self.flag_first_active = True
self.caret = 0
if pygame.time.get_ticks() - self.blink_timer > 200:
self.blink = not self.blink
self.blink_timer = pygame.time.get_ticks()
def render_frame(self, surface):
color = Color('black')
pygame.draw.line(
surface, color, (0, 0),
(0, self.rect.h), 2
)
pygame.draw.line(
surface, color, (0, self.rect.h - 2),
(self.rect.w, self.rect.h - 2), 2
)
pygame.draw.line(
surface, color, (self.rect.w - 2, 0),
(self.rect.w - 2, self.rect.h), 2
)
pygame.draw.line(
surface, color, (0, 0),
(self.rect.w, 0), 2
)
def render_text(self, surface):
if self.text:
color = self.font_color
elif self.error:
color = self.font_color
else:
color = Color('gray')
text = self.text if self.text or self.active else self.default_text
self.rendered_text = self.font.render(text, 1, color)
self.rendered_rect = self.rendered_text.get_rect(x=4, centery=self.rect.h // 2)
surface.blit(self.rendered_text, self.rendered_rect)
def render(self, surface):
surf = pygame.Surface(self.rect.size)
if self.error:
surf.fill(Color('#FF7167'))
else:
surf.fill(Color('white'))
self.render_frame(surf)
self.render_text(surf)
if self.blink and self.active:
w = self.font.render(self.text[:self.caret], 1, self.font_color).get_width()
pygame.draw.line(
surf, pygame.Color("black"),
(w + 2, self.rendered_rect.top + 2),
(w + 2, self.rendered_rect.bottom - 2)
)
surface.blit(surf, self.rect)
class Button:
def __init__(self, rect, text, text_color, text_size=None, name='',
func=(lambda *args: None), *args):
self.rect = pygame.Rect(rect)
self.normal_image = self.normal()
self.hover_image = self.hovered()
self.click_image = self.clicked()
self.text = text
self.font = pygame.font.SysFont('couriernew', text_size if text_size is not None else self.rect.h - 15, bold=True)
self.text_color = text_color
self.image = self.normal_image
self.name = name
self.func = func
self.args = args
self.states = {
'hovered': False,
'clicked': False,
'after_click': False
}
def normal(self):
surf = pygame.Surface(self.rect.size)
surf.fill(Color('white'))
pygame.draw.rect(surf, Color('black'), (0, 0, *self.rect.size), 3)
return surf
def hovered(self):
surf = pygame.Surface(self.rect.size)
surf.fill(Color('gray'))
pygame.draw.rect(surf, Color('black'), (0, 0, *self.rect.size), 3)
return surf
def clicked(self):
surf = pygame.Surface(self.rect.size)
surf.fill(Color('darkgray'))
pygame.draw.rect(surf, Color('black'), (0, 0, *self.rect.size), 3)
return surf
def update(self):
if self.states['clicked']:
self.states['clicked'] = False
self.image = self.click_image
self.states['after_click'] = True
elif self.states['after_click']:
if self.states['hovered']:
self.image = self.click_image
else:
self.states['after_click'] = False
elif self.states['hovered']:
self.image = self.hover_image
else:
self.image = self.normal_image
def render(self, surface):
surface.blit(self.image, self.rect)
text = self.font.render(self.text, 4, self.text_color)
surface.blit(text, text.get_rect(center=self.rect.center))
def apply_event(self, event):
self.states['hovered'] = self.rect.collidepoint(*pygame.mouse.get_pos())
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
if self.states['hovered']:
self.states['clicked'] = True
elif event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
if self.states['hovered'] and self.states['after_click']:
self.states['after_click'] = False
self.func(*self.args)
class GUI:
elements = []
@staticmethod
def add_element(element):
if all(map(lambda elem: elem.name != element.name, GUI.elements)):
GUI.elements.append(element)
return element
@staticmethod
def get_element(name):
for elem in GUI.elements:
if elem.name == name:
return elem
@staticmethod
def render():
for element in GUI.elements:
render = getattr(element, "render", None)
if callable(render):
element.render(pygame.display.get_surface())
@staticmethod
def update():
for element in GUI.elements:
update = getattr(element, "update", None)
if callable(update):
element.update()
@staticmethod
def apply_event(event):
for element in GUI.elements:
get_event = getattr(element, "apply_event", None)
if callable(get_event):
element.apply_event(event)
@staticmethod
def del_element(*names):
for element in GUI.elements.copy():
if element.name in names:
GUI.elements.remove(element)
@staticmethod
def clear():
GUI.elements = []