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ui.py
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ui.py
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import pygame
from constants import *
def translate(value, min1, max1, min2, max2):
return min2 + (max2-min2)*((value-min1)/(max1-min1))
class Button:
def __init__(self, text, position = (Width-230, 600) , w = 100, h= 50, border=10, color = (0, 0, 0), borderColor = (64, 123, 158)):
self.text = text
self.position = position
self.w = w
self.h = h
self.border = border
self.temp = color
self.color = color
self.borderColor = borderColor
self.font = 'freesansbold.ttf'
self.fontSize = 25
self.textColor = (255, 255, 255)
self.state = False
self.action = None
def HandleMouse(self, HoverColor = (100, 100, 100)):
m = pygame.mouse.get_pos()
self.state = False
if m[0] >= self.position[0] and m[0] <= self.position[0] + self.w:
if m[1] >= self.position[1] and m[1] <= self.position[1] + self.h:
self.color = HoverColor
if pygame.mouse.get_pressed()[0]:
self.color = (200, 200, 200)
if self.action == None:
self.state = True
else:
self.color = self.temp
else:
self.color = self.temp
def Render(self, screen):
self.HandleMouse()
font = pygame.font.Font(self.font, self.fontSize)
text = font.render(self.text, True, self.textColor)
textRect = text.get_rect()
textRect.center = (self.position[0]+self.w//2, self.position[1]+self.h//2)
if self.border > 0:
pygame.draw.rect(screen, self.borderColor, pygame.Rect(self.position[0] - self.border//2, self.position[1] - self.border//2, self.w + self.border, self.h + self.border))
pygame.draw.rect(screen, self.color, pygame.Rect(self.position[0], self.position[1], self.w, self.h))
screen.blit(text, textRect)
class Panel:
def __init__(self, position = (Width-350, 100), w= 345, h= 500, color=(8, 3, 12), alpha=128):
self.position = position
self.w = w
self.h = h
self.color = color
self.alpha = alpha
def Render(self, screen):
s = pygame.Surface((self.w, self.h))
s.set_alpha(self.alpha)
s.fill(self.color)
screen.blit(s, (self.position[0], self.position[1]))
#pygame.draw.rect(screen, self.color, pygame.Rect(self.position[0], self.position[1], self.w, self.h))
class ToggleButton:
def __init__(self, position= ((Width-200, 400)), w = 30, h=30, state=False, color=(40, 40, 10), activeColor=(240, 140, 60)):
self.position = position
self.w = w
self.h = h
self.clicked = False
self.state = state
self.temp = (activeColor, color)
self.activeColor = activeColor
self.color = color
def HandleMouse(self, HoverColor = (150, 120, 40)):
m = pygame.mouse.get_pos()
if m[0] >= self.position[0] and m[0] <= self.position[0] + self.w:
if m[1] >= self.position[1] and m[1] <= self.position[1] + self.h:
self.color = HoverColor
self.activeColor = HoverColor
if self.clicked:
self.state = not self.state
self.color = (255, 255, 255)
else:
self.color = self.temp[1]
self.activeColor =self.temp[0]
else:
self.color = self.temp[1]
self.activeColor =self.temp[0]
def Render(self, screen, clicked):
self.HandleMouse()
self.clicked = clicked
if self.state == True:
pygame.draw.rect(screen, self.activeColor, pygame.Rect(self.position[0], self.position[1], self.w, self.h))
else:
pygame.draw.rect(screen, self.color, pygame.Rect(self.position[0], self.position[1], self.w, self.h))
return self.state
class TextUI:
def __init__(self,text, position, fontColor, anchor='center'):
self.position = position
self.text = text
self.font = 'freesansbold.ttf'
self.anchor = anchor
self.fontSize = 18
self.fontColor = fontColor
def Render(self, screen):
font = pygame.font.Font(self.font, self.fontSize)
text = font.render(self.text, True, self.fontColor)
textRect = text.get_rect()
setattr(textRect, self.anchor, self.position)
#textRect.center = (self.position[0], self.position[1])
screen.blit(text, textRect)
class DigitInput:
def __init__(self,startingValue, position = (Width-320, 100), w= 300, h= 600, color=(8, 3, 12)):
self.position = position
self.text = str(startingValue)
self.fontColor = (255, 255, 255)
self.fontSize = 18
self.font = 'freesansbold.ttf'
self.w = w
self.h = h
self.color = color
self.value = int(self.text)
self.hoverEnter = False
def Check(self, backspace,val):
if self.hoverEnter == True:
if backspace == True:
if len(str(self.value)) <= 0 or len(str(self.value))-1 <= 0:
self.value = 0
else:
self.value = int(str(self.value)[:-1])
else:
if self.text.isdigit():
self.value = int(str(self.value) + str(self.text))
else:
for el in self.text:
if el.isdigit() != True:
self.text = self.text.replace(el, "")
backspace == False
self.text = ""
def updateText(self, val, pressed):
m = pygame.mouse.get_pos()
if m[0] >= self.position[0] and m[0] <= self.position[0] + self.w:
if m[1] >= self.position[1] and m[1] <= self.position[1] + self.h:
self.hoverEnter = True
if pressed == True:
self.text += val
else:
self.hoverEnter = False
val = ""
else:
self.hoverEnter = False
val = ""
def Render(self, screen, val, backspace, pressed):
self.updateText(val, pressed)
self.Check(backspace, val)
font = pygame.font.Font(self.font, self.fontSize)
text = font.render(str(self.value), True, self.fontColor)
textRect = text.get_rect()
textRect.center = (self.position[0]+self.w//2, self.position[1]+self.h//2)
pygame.draw.rect(screen, self.color, pygame.Rect(self.position[0], self.position[1], self.w, self.h))
screen.blit(text, textRect)
class Slider:
def __init__(self,x, y, val, min1, max1, length, h, max=500):
self.value = val
self.x = x
self.y = y
self.h = h
self.min1 = min1
self.max1 = max1
self.length = length
self.lineColor = (20, 10, 20)
self.rectradius = 10
self.temp_radius = self.rectradius
self.rectColor = (255, 255, 255)
self.v = 0.4
self.temp = self.lineColor
self.max = max
def Calculate(self, val):
self.v = translate(val, 0, self.length, 0, 1)
self.value = self.v * self.max
def HandleMouse(self):
mx, my = pygame.mouse.get_pos()
if mx >= self.x and mx <= self.x + self.length:
if my >= self.y and my <= self.y + self.h:
self.rectradius = 15
if pygame.mouse.get_pressed()[0]:
self.Calculate(mx - self.x)
else:
self.lineColor = self.temp
self.rectradius = self.temp_radius
else:
self.lineColor = self.temp
self.rectradius = self.temp_radius
def Render(self,screen):
self.HandleMouse()
pygame.draw.rect(screen, self.lineColor, pygame.Rect(self.x, self.y, self.length, self.h))
x = int((self.v * self.length) + self.x)
pygame.draw.rect(screen, self.rectColor, pygame.Rect(self.x, self.y, int( self.v * self.length), self.h))
pygame.draw.circle(screen, (130, 213, 151), (x, self.y + (self.rectradius//2)), self.rectradius)
return self.value