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# GUI widgets and routines common to several screens.
import os
import math
import pygame
import colors
import fontfx
import random
from constants import *
# Make an outlined box. The size is given without the 4 pixel border.
# This usually gets alphaed before stuff gets put in it.
def make_box(color = [111, 255, 148], size = [130, 40]):
s = pygame.Surface([size[0] + 8, size[1] + 8], SRCALPHA, 32)
s.fill(color + [100])
r = s.get_rect()
for c in [[255, 255, 255, 170], [212, 217, 255, 170],
[255, 252, 255, 170], [104, 104, 104, 170]]:
pygame.draw.rect(s, c, r, 1)
r.width -= 2
r.height -= 2
r.top += 1
r.left += 1
return s
def folder_name(name, type):
if type == "mix": return name
elif type == "bpm": return "%s BPM" % name
else: return "%s: %s" % (type.capitalize(), name)
def load_banner(filename, box = True):
banner = pygame.image.load(filename)
size = banner.get_size()
if size <= (100, 100): # Parapara-style... no idea what to do.
return banner, None
elif size == (177, 135): # KSF-style 1
return banner, None
elif size == (300, 200): # KSF-style 2
banner.set_colorkey(banner.get_at([0, 0]), RLEACCEL)
return banner, None
elif abs(size[0] - size[1]) < 3: # "Square", need to rotate.
banner = banner.convert()
banner.set_colorkey(banner.get_at([0, 0]), RLEACCEL)
return pygame.transform.rotozoom(banner, -45, 1.0), [51, 50, 256, 80]
else: # 256x80, standard banner, I hope.
if size != (256, 80): banner = pygame.transform.scale(banner, [256, 80])
if box:
b2 = make_box([0, 0, 0], [256, 80])
b2.blit(banner, [4, 4])
else: b2 = banner
return b2, None
# Just display a text string, within a specific width.
class TextDisplay(pygame.sprite.Sprite):
def __init__(self, font, size, midleft, str = " "):
pygame.sprite.Sprite.__init__(self)
self._text = str
self._font = font
self._size = size
self._midleft = midleft
self._render()
def _render(self):
font = fontfx.max_size(self._text, self._size[0], self._font)
img = fontfx.shadow(self._text, font, [255, 255, 255])
self.image = img
self.rect = self.image.get_rect()
self.rect.midleft = self._midleft
def set_text(self, text):
self._text = text
self._render()
# Moving BPM display.
class BPMDisplay(pygame.sprite.Sprite):
def __init__(self, font, center, song = None):
pygame.sprite.Sprite.__init__(self)
self._last_update = pygame.time.get_ticks()
self._font = font
self._center = center
self.set_song(song)
self._render()
self._color = [255, 255, 255]
self._bpm_range = [0, 1] # normally [min, range]
def _render(self):
if self._bpm:
w = 100
h = self._font.get_linesize() * 2 - self._font.get_descent()
self.image = pygame.Surface([w, h], SRCALPHA, 32)
self.image.fill([0, 0, 0, 0])
t1 = fontfx.shadow("BPM:", self._font, [255, 255, 255])
t2 = fontfx.shadow("%d" % int(self._bpm), self._font, self._color)
r1 = t1.get_rect()
r1.midtop = [50, 0]
r2 = t2.get_rect()
r2.midtop = [50, self._font.get_linesize()]
self.image.blit(t1, r1)
self.image.blit(t2, r2)
else: self.image = pygame.Surface([0, 0])
self.rect = self.image.get_rect()
self.rect.center = self._center
def set_song(self, song):
if song and "bpmdisplay" in song.info:
bpms = song.info["bpmdisplay"]
if bpms[0] == -1:
self._bpm_idx = -1
self._bpm = 150
self._bpms = []
else:
self._bpm = bpms[0]
self._bpms = bpms
self._bpm_idx = 1 % len(self._bpms)
self._bpm_range = [min(bpms), max(max(bpms) - min(bpms), 0.00001)]
if len(bpms) > 1:
p = (self._bpm - self._bpm_range[0]) / self._bpm_range[1]
self._color = [255 * math.sqrt(p), 255 * math.sqrt(1 - p), 0]
else:
self._color = [255, 255, 255]
self._last_update = pygame.time.get_ticks()
self._render()
else:
self._bpms = []
self._bpm_idx = 0
self._bpm = 0
self._last_update = pygame.time.get_ticks()
self._render()
def update(self, time):
t = time - self._last_update
if len(self._bpms) == 0:
if self._bpm_idx and t > 50:
self._last_update = time
self._bpm = random.randrange(50, 300)
self._render()
elif t > 3000:
self._bpm_idx = (self._bpm_idx + 1) % len(self._bpms)
self._bpm = self._bpms[self._bpm_idx - 1]
self._last_update = time
self._render()
elif t > 2000 and len(self._bpms) > 1:
t -= 2000
p = t / 1000.0
self._bpm = (p * self._bpms[self._bpm_idx] +
(1 - p) * self._bpms[self._bpm_idx - 1])
if len(self._bpms) > 1: # and self._bpm_range[0] > 0:
p = (self._bpm - self._bpm_range[0]) / self._bpm_range[1]
self._color = [255 * math.sqrt(p), 255 * math.sqrt(1 - p), 0]
self._render()
# Scroll an image looping vertically, from the course selection course list.
class ScrollingImage(pygame.sprite.Sprite):
def __init__(self, image, topleft, height):
pygame.sprite.Sprite.__init__(self)
self._height = height
self._image = image
self._topleft = topleft
self.set_image(image)
def set_image(self, image):
if image.get_height() > self._height:
self._scrolling = True
self._start = pygame.time.get_ticks() + 2000
self.image = pygame.Surface([image.get_width(), self._height],
SRCALPHA, 32)
self._image = image
self.image.blit(image, [0, 0])
self.update(pygame.time.get_ticks())
else:
self._scrolling = False
self.image = image
self._image = None
self.rect = self.image.get_rect()
self.rect.topleft = self._topleft
def update(self, time):
if self._scrolling and self._start < time:
self.image.fill([0, 0, 0, 0])
y = int(30 * ((time - self._start) / 1000.0))
y %= self._image.get_height()
self.image.blit(self._image, [0, -y])
self.image.blit(self._image, [0, self._image.get_height() - y])
# Display an image.
class ImageDisplay(pygame.sprite.Sprite):
def __init__(self, image, topleft):
pygame.sprite.Sprite.__init__(self)
self._topleft = topleft
self.set_image(image)
def set_image(self, image):
self.image = image
self.rect = image.get_rect()
self.rect.topleft = self._topleft
# Flip an image around like it's being rotated when it changes, used on
# the gameselect screen.
class FlipImageDisplay(pygame.sprite.Sprite):
def __init__(self, filename, center):
pygame.sprite.Sprite.__init__(self)
self._cache = {None: pygame.Surface([0, 0])}
self._center = center
self._image = self._cache[None]
self._oldimage = self._cache[None]
self._changed_time = pygame.time.get_ticks() - 200
self.set_image(filename)
def set_image(self, filename):
t = pygame.time.get_ticks()
if t - self._changed_time < 200:
self._changed_time = t - (200 - (t - self._changed_time))
elif t - self._changed_time < 400:
self._changed_time = t - (400 - (t - self._changed_time))
else:
self._changed_time = t
if isinstance(filename, str) or filename is None:
if filename in self._cache:
self._image = self._cache[filename]
else:
self._image = pygame.image.load(os.path.join(image_path, filename))
self._cache[filename] = self._image
else:
self._image = filename
def update(self, time):
if time - self._changed_time > 400:
self._oldimage = self._image
self.image = self._image
elif time - self._changed_time > 200:
p = (time - self._changed_time - 200) / 200.0
x = int(p * self._image.get_width())
y = self._image.get_height()
self.image = pygame.transform.scale(self._image, [x, y])
else:
p = 1 - (time - self._changed_time) / 200.0
x = max(0, int(p * self._oldimage.get_width()))
y = self._oldimage.get_height()
self.image = pygame.transform.scale(self._oldimage, [x, y])
self.rect = self.image.get_rect()
self.rect.center = self._center
# Crossfading help text along the top of the screen.
class HelpText(pygame.sprite.Sprite):
def __init__(self, strs, color, bgcolor, font, center):
pygame.sprite.Sprite.__init__(self)
self._idx = -1
self._strings = [(s, font.render(s, True, color, bgcolor).convert())
for s in strs]
self._center = center
self._start = pygame.time.get_ticks()
self._fade = -1
self._bgcolor = bgcolor
self._end = -1
self.update(self._start)
def update(self, time):
time -= self._start
# Time to switch to the next bit of text.
if time > self._end:
self._idx = (self._idx + 1) % len(self._strings)
self.image = self._strings[self._idx][1]
self.image.set_alpha(255)
self._fade = time + 100 * len(self._strings[self._idx][0])
self._end = self._fade + 750
# There's a .75 second delay during which text crossfades.
elif time > self._fade:
p = (time - self._fade) / 750.0
s1 = self._strings[self._idx][1]
s1.set_colorkey(s1.get_at([0, 0]))
s1.set_alpha(int(255 * (1 - p)))
i = (self._idx + 1) % len(self._strings)
s2 = self._strings[i][1]
s2.set_colorkey(s2.get_at([0, 0]))
s2.set_alpha(int(255 * p))
h = max(s1.get_height(), s2.get_height())
w = max(s1.get_width(), s2.get_width())
self.image = pygame.Surface([w, h], 0, 32)
self.image.fill(self._bgcolor)
self.image.set_colorkey(self.image.get_at([0, 0]))
r = s1.get_rect()
r.center = self.image.get_rect().center
self.image.blit(s1, r)
r = s2.get_rect()
r.center = self.image.get_rect().center
self.image.blit(s2, r)
self.image.set_colorkey(self.image.get_at([0, 0]))
self.rect = self.image.get_rect()
self.rect.center = self._center
# Flashy indicator for showing current menu position.
class ActiveIndicator(pygame.sprite.Sprite):
def __init__(self, topleft, width = 220, height = 26):
pygame.sprite.Sprite.__init__(self)
img = pygame.image.load(os.path.join(image_path, "indicator.png"))
img = img.convert()
img.set_colorkey(img.get_at([0, 0]))
left, mid, right = self._left_mid_right(img)
bar = pygame.Surface([width, left.get_height()])
bar.blit(left, [0, 0])
bar.blit(pygame.transform.scale(mid, [width - 10, bar.get_height()]),
[5, 0])
bar.blit(right, [width - 5, 0])
bar.set_colorkey(bar.get_at([0, 0]))
self.image = pygame.Surface([width, height + bar.get_height()])
self.image.blit(bar, [0, 0])
self.image.blit(pygame.transform.rotate(bar, 180), [0, height])
self.image.set_colorkey(self.image.get_at([0, 0]))
self.rect = self.image.get_rect()
self.rect.topleft = topleft
# Extract the left 5px, right 5px, and middle parts of an image.
def _left_mid_right(self, img):
left = pygame.Surface([5, img.get_height()])
left.blit(img, [0, 0])
right = pygame.Surface([5, img.get_height()])
right.blit(img, [5 - img.get_width(), 0])
mid = pygame.Surface([img.get_width() - 10, img.get_height()])
mid.blit(img, [-5, 0])
return left, mid, right
def move(self, pt): self.rect.topleft = pt
def update(self, time):
self.image.set_alpha(int(255 * (0.3 + (math.sin(time / 720.0)**2 / 3.0))))
# Box to indicate the current difficulty level.
class DifficultyBox(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self._topleft = [center[0]-65, center[1]-20]
def set(self, diff, color, feet, grade):
f = pygame.font.Font(None, 24)
self.image = make_box(color)
t1 = fontfx.shadow(diff, f, [255, 255, 255])
r1 = t1.get_rect()
r1.center = [self.image.get_width()/2, 14]
t2 = fontfx.shadow("x%d - %s" % (feet, grade), f, [255, 255, 255])
r2 = t2.get_rect()
r2.center = [self.image.get_width()/2, 34]
self.image.blit(t1, r1)
self.image.blit(t2, r2)
self.rect = self.image.get_rect()
self.rect.topleft = self._topleft
self.image.set_alpha(140)
# Scrolling list. Used all over the place.
class ListBox(pygame.sprite.Sprite):
def __init__(self, font, color, spacing, count, width, topleft):
pygame.sprite.Sprite.__init__(self)
self._h = spacing
self._count = count
self._w = width
self._color = color
self._font = font
self._topleft = topleft
# animation
self._start = pygame.time.get_ticks()
self._animate = -1
self._animate_dir = 0
self._offset = 0
self.set_items([""])
self._needs_update = True
self._render()
def set_items(self, items):
c2 = [c / 8 for c in self._color]
self._items = []
for i in items:
txt = fontfx.render_outer(i, self._w - 7, self._font)
img = fontfx.shadow(txt, self._font, self._color)
self._items.append(img)
self._idx = self._oldidx = 0 - self._count / 2 # Reset index to 0.
self._needs_update = True
def set_index(self, idx, direction = 1):
self._animate_dir = direction
self._oldidx = self._idx
self._idx = (idx - self._count / 2)
self._needs_update = True
def update(self, time):
time -= self._start
if self._idx != self._oldidx:
self._animate = time + 100
if self._animate > time:
self._offset = (self._animate - time) / 100.0 # 0.1 seconds
self._offset *= self._h # percentage of height
self._offset *= self._animate_dir # 1 for up, -1 for down
self._needs_update = True
elif self._offset != 0:
self._offset = 0
self._needs_update = True
if self._needs_update:
self._oldidx = self._idx
self._needs_update = False
self._render()
def _render(self):
self.image = pygame.Surface([self._w, self._h * self._count],
SRCALPHA, 32)
self.image.fill([0, 0, 0, 0])
for i, y in zip(range(self._count + 2),
range(-self._h / 2, self._h * (self._count + 1), self._h)):
idx = (self._idx + i - 1) % len(self._items)
t = self._items[idx]
r = t.get_rect()
r.centery = y + self._offset
r.left = 5
self.image.blit(t, r)
self.rect = self.image.get_rect()
self.rect.topleft = self._topleft
# Display the whole banner + surrounding text, with the slowly
# rotating color.
class BannerDisplay(pygame.sprite.Sprite):
def __init__(self, center):
pygame.sprite.Sprite.__init__(self)
self.isfolder = False
self._center = center
self._clip = None
self._color = [255, 0, 255]
self._next_update = -1
self._delta = 5
self._idx = 1
self._bpmdisplay = BPMDisplay(pygame.font.Font(None, 24), [60, 180])
def set_song(self, song):
c1 = [255, 255, 255]
self._bpmdisplay.set_song(song)
self._next_update = -2 # Magic value
song.render()
self._title = fontfx.shadow(song.info["title"],
fontfx.max_size(song.info["title"], 340, 60),
c1)
self._r_t = self._title.get_rect()
self._r_t.center = [179, 240]
self._artist = fontfx.shadow(song.info["artist"],
fontfx.max_size(song.info["artist"], 250, 40),
c1)
self._r_a = self._artist.get_rect()
self._r_a.center = [179, 320]
if song.info["subtitle"]:
self._subtitle = fontfx.shadow(song.info["subtitle"],
fontfx.max_size(song.info["subtitle"],
300, 24),
c1)
self._r_s = self._subtitle.get_rect()
self._r_s.center = [179, 270]
else: self._subtitle = None
self._clip = song.clip
self._banner = song.banner
self._r_b = self._banner.get_rect()
self._r_b.center = [179, 100]
self._cdtitle = song.cdtitle
self._r_cd = self._cdtitle.get_rect()
self._r_cd.center = [290, 180]
def _render(self):
self.image = make_box(self._color, [350, 350])
self.image.blit(self._banner, self._r_b)
self.image.set_clip()
self.image.blit(self._title, self._r_t)
self.image.blit(self._artist, self._r_a)
if self._subtitle: self.image.blit(self._subtitle, self._r_s)
self.image.blit(self._bpmdisplay.image, self._bpmdisplay.rect)
self.image.blit(self._cdtitle, self._r_cd)
self.rect = self.image.get_rect()
self.rect.center = self._center
def update(self, time):
self._bpmdisplay.update(time)
if self._next_update == -2:
self._next_update = time + 300
elif time > self._next_update:
self._next_update = time + 300
if ((self._delta > 0 and self._color[self._idx] == 255) or
(self._delta < 0 and self._color[self._idx] == 0)):
self._idx = random.choice([i for i in range(3) if i != self._idx])
if self._color[self._idx]: self._delta = -3
else: self._delta = 3
self._color[self._idx] += self._delta
self._render()
# Wrap some text in a sprite.
class WrapTextDisplay(pygame.sprite.Sprite):
def __init__(self, font, width, topleft, str = " ", centered = False):
pygame.sprite.Sprite.__init__(self)
self._text = str
self._centered = centered
self._needs_update = False
self._font = fontfx.WrapFont(font, width)
self._topleft = topleft
self._render()
def _render(self):
self.image = self._font.render(self._text, shdw = False,
centered = self._centered)
self.rect = self.image.get_rect()
self.rect.topleft = self._topleft
def set_text(self, text):
self._text = text
self._needs_update = True
def update(self, time):
if self._needs_update: self._render()
# The base UI screen class. A sprite list, and a background image.
class InterfaceWindow(object):
def __init__(self, screen, bg_fn):
self._screen = screen
self._bg = pygame.image.load(os.path.join(image_path, bg_fn)).convert()
self._sprites = pygame.sprite.RenderUpdates()
self._screen.blit(self._bg, [0, 0])
self._callbacks = {} #FIXME: TODO
self._clock = pygame.time.Clock()
self._time_bonus = 0
def update(self, screenshot = False):
self._sprites.update(pygame.time.get_ticks() + self._time_bonus)
pygame.display.update(self._sprites.draw(self._screen))
if screenshot:
fn = os.path.join(rc_path, "screenshot.bmp")
print "Saving a screenshot to", fn
pygame.image.save(self._screen, fn)
self._sprites.clear(self._screen, self._bg)
self._clock.tick(45)
return False
NO_BANNER = os.path.join(image_path, "no-banner.png")
class SongItemDisplay(object):
no_banner = make_box(size = [256, 80])
tmp = pygame.image.load(NO_BANNER)
tmp.set_colorkey(tmp.get_at([0, 0]))
no_banner.blit(tmp, [4, 4])
def __init__(self, song): # A SongItem object
self._song = song
self.difficulty = song.difficulty
self.info = song.info
self.filename = song.filename
self.diff_list = song.diff_list
self.banner = None
self.isfolder = False
self.folder = {}
self.banner = None
self.clip = None
def render(self):
if self.banner: return
elif self.info["banner"]:
self.banner, self.clip = load_banner(self.info["banner"])
else: self.banner = SongItemDisplay.no_banner
if self.info["cdtitle"]:
self.cdtitle = pygame.image.load(self.info["cdtitle"])
else: self.cdtitle = pygame.Surface([0, 0])
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