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# -*- coding: utf-8 -*-
import os
import pygame
import classes.extras as ex
class DialogBtn(pygame.sprite.Sprite):
def __init__(self, wnd, l, t, w, h, caption, img_src1, fsubmit, fargs):
pygame.sprite.Sprite.__init__(self)
self.wnd = wnd
self.w = w
self.h = h
self.l = l
self.t = t
self.fsubmit = fsubmit
self.fargs = fargs
self.caption = ex.unival(caption)
self.hover = False
self.color = (255, 255, 255, 0)
self.image = pygame.Surface([self.w, self.h], flags=pygame.SRCALPHA)
self.rect = self.image.get_rect()
self.rect.topleft = [self.l, self.t]
self.img_src1 = img_src1
self.active_img = None
self.load_images()
def load_images(self):
self.bg_tint_color = ex.hsv_to_rgb(self.wnd.mainloop.cl.color_sliders[5][0] * 16, 255, 100)
if len(self.img_src1) > 0:
self.img_pos = (0, 0)
try:
self.img1 = pygame.image.load(os.path.join('res', 'images', "dialog", self.img_src1)).convert_alpha()
self.img3 = pygame.image.load(os.path.join('res', 'images', "dialog", "dialog_bg_n.png")).convert_alpha()
self.img3.fill(self.bg_tint_color, special_flags=pygame.BLEND_ADD)
self.img4 = pygame.image.load(os.path.join('res', 'images', "dialog", "dialog_bg_h.png")).convert_alpha()
self.img4.fill(self.bg_tint_color, special_flags=pygame.BLEND_ADD)
self.active_img = self.img1
except:
pass
self.update()
def handle(self, event):
if event.type == pygame.MOUSEBUTTONUP:
self.fsubmit(self.fargs)
self.wnd.hide_dialog()
self.mouse_out()
elif event.type == pygame.MOUSEMOTION:
self.mouse_over()
def set_function(self, f):
self.fsubmit = f
def mouse_over(self):
self.active_img = self.img1
if not self.hover:
self.hover = True
self.update()
self.wnd.update_me = True
self.wnd.update()
def mouse_out(self):
self.active_img = self.img1
if self.hover:
self.hover = False
self.update()
self.wnd.update_me = True
self.wnd.update()
def update(self):
self.wnd.mainloop.flip_needed = True
self.image.fill(self.color)
if self.hover:
self.image.blit(self.img4, self.img_pos)
else:
self.image.blit(self.img3, self.img_pos)
if len(self.img_src1) > 0:
self.image.blit(self.active_img, self.img_pos)
class TextRectException:
def __init__(self, message=None):
self.message = message
def __str__(self):
return self.message
class DialogWnd:
def __init__(self, mainloop):
self.mainloop = mainloop
self.sbg = None
self.dialog_type = 0
self.color = (255, 255, 255)
self.widget_list = pygame.sprite.LayeredUpdates()
self.widget_list2 = pygame.sprite.LayeredUpdates()
self.elements = []
self.elements.append(
DialogBtn(self, 540, 0, 80, 80, "ok", "dialog_close.png", self.fsubmit_close_wnd,
(None)))
self.elements.append(
DialogBtn(self, 0, 320, 80, 80, "ok", "dialog_ok.png", self.fsubmit_none, (None)))
for each in self.elements:
self.widget_list.add(each)
self.widget_list2.add(self.elements[1])
self.bg_type = 0
self.decor_type = 0
self.font_size = 0
self.font_l = pygame.font.Font(
os.path.join('res', 'fonts', self.mainloop.config.font_dir, self.mainloop.config.font_name_1), 40)
self.font_s = pygame.font.Font(
os.path.join('res', 'fonts', self.mainloop.config.font_dir, self.mainloop.config.font_name_1), 20)
self.font_xs = pygame.font.Font(
os.path.join('res', 'fonts', self.mainloop.config.font_dir, self.mainloop.config.font_name_1), 20)
self.default_font = None
#self.text = ""
#self.set_text(self.text, font=1)
self.wnd_close_function = None
self.load_images()
def load_images(self):
self.bg_tint_color = ex.hsv_to_rgb(self.mainloop.cl.color_sliders[5][0] * 16, 255, 100)
self.font_color = ex.hsv_to_rgb(self.mainloop.cl.color_sliders[5][0] * 16, 255, 100)
for each in self.elements:
each.load_images()
self.img_pos = (40, 40)
try:
#self.img = pygame.image.load(os.path.join('res', 'images', "dialog_bg.png")).convert_alpha()
self.img1 = pygame.image.load(os.path.join('res', 'images', "dialog", "dialog_bg.png")).convert_alpha()
self.img1.fill(self.bg_tint_color, special_flags=pygame.BLEND_ADD)
self.img2 = pygame.image.load(os.path.join('res', 'images', "dialog", "dialog_bg_star.png")).convert_alpha()
self.img2.fill(self.bg_tint_color, special_flags=pygame.BLEND_ADD)
self.img3 = pygame.image.load(
os.path.join('res', 'images', "dialog", "dialog_bg_d.png")).convert_alpha()
self.img4 = pygame.image.load(
os.path.join('res', 'images', "dialog", "dialog_bg_star_d.png")).convert_alpha()
self.img5 = pygame.image.load(
os.path.join('res', 'images', "dialog", "dialog_bg_allstar_d.png")).convert_alpha()
self.images = [self.img1, self.img2]
self.decors = [self.img3, self.img4, self.img5]
except:
pass
def fsubmit_none(self, args):
pass
def fsubmit_close_game(self, args):
self.hide_dialog()
self.mainloop.done = True
self.mainloop.done4good = True
def flogout(self, args):
self.hide_dialog()
self.mainloop.done = True
self.mainloop.window_state = "LOG IN"
self.mainloop.userid = -1
self.mainloop.logged_out = True
self.mainloop.db.unset_autologin()
self.mainloop.size = self.mainloop.wn_size[:]
self.mainloop.fs_rescale(self.mainloop.info)
self.mainloop.sizer.update_sizer(self.mainloop.size[0], self.mainloop.size[1])
def fsubmit_close_wnd(self, args):
self.hide_dialog()
def show_dialog(self, dialog_type, txt, f=None, fc=None, bg_type=0, decor_type=0):
self.sbg = pygame.Surface(
(self.mainloop.sizer.screen_w, self.mainloop.sizer.screen_h),
flags=pygame.SRCALPHA) # the size of your rect
self.wnd_close_function = fc
self.mainloop.show_dialogwnd = True
self.mainloop.redraw_needed = [True, True, True]
self.dialog_type = dialog_type
self.bg_type = bg_type
self.decor_type = decor_type
# close the game
if dialog_type == 0:
self.mainloop.sfx.play(2)
self.elements[1].set_function(self.fsubmit_close_game)
self.set_text(text=txt, font=0)
# logout
elif dialog_type == 1:
self.mainloop.sfx.play(2)
self.elements[1].set_function(self.flogout)
self.set_text(text=txt, font=0)
# function argument passed with the show_dialog()
elif dialog_type == 2:
if not self.mainloop.speaker.talkative:
self.mainloop.sfx.play(13)
self.elements[1].set_function(f)
self.set_text(text=txt, font=0)
elif dialog_type == 3:
self.elements[1].set_function(self.fsubmit_close_wnd)
self.set_text(text=txt, font=2)
self.update()
def set_font(self, font):
self.font_size = font
if font == 0:
self.default_font = self.font_l
elif font == 1:
self.default_font = self.font_s
elif font == 2:
self.default_font = self.font_xs
def set_text(self, text, font, justification=1):
self.set_font(font)
self.text = text
if font == 2:
rect = pygame.Rect((0, 0, 478, 260))
else:
rect = pygame.Rect((0, 0, 484, 276))
self.text_canvas = self.render_textrect(string=self.text, font=self.default_font,
rect=rect, text_color=self.font_color,
background_color=(0, 0, 0, 0), justification=justification)
def hide_dialog(self):
self.mainloop.show_dialogwnd = False
self.mainloop.redraw_needed = [True, True, True]
self.mainloop.sb.update_me = True
if self.wnd_close_function is not None:
self.wnd_close_function()
def handle(self, event):
if event.type == pygame.MOUSEMOTION or event.type == pygame.MOUSEBUTTONDOWN or event.type == pygame.MOUSEBUTTONUP:
pos = [event.pos[0] - self.mainloop.game_board.sizer.dialogwnd_pos[0],
event.pos[1] - self.mainloop.game_board.sizer.dialogwnd_pos[1]]
found = False
for each in self.elements:
if each.rect.topleft[0] + each.rect.width >= pos[0] >= each.rect.topleft[0] and \
each.rect.topleft[1] + each.rect.height >= pos[1] >= each.rect.topleft[1]:
each.handle(event)
found = True
if not found:
for each in self.elements:
each.mouse_out()
else:
pass
def update(self):
self.screen = self.mainloop.dialogwnd
self.screenbg = self.mainloop.dialogbg
self.sbg.fill((255, 255, 255, 180)) # this fills the entire surface
self.screenbg.blit(self.sbg, (0, 0))
self.mainloop.redraw_needed = [True, True, True]
self.screen.blit(self.images[self.bg_type], self.img_pos)
self.screen.blit(self.decors[self.decor_type], self.img_pos)
if self.font_size == 2:
self.screen.blit(self.text_canvas, (72, 70))
else:
self.screen.blit(self.text_canvas, (69, 62))
for each in self.widget_list:
each.update()
if self.dialog_type < 3:
self.widget_list.draw(self.screen)
else:
self.widget_list2.draw(self.screen)
# Title: Word-wrapped text display module - render_textrect
# Author: David Clark (da_clark at shaw.ca)
# Submission date: May 23, 2001
# Available at: http://www.pygame.org/pcr/text_rect/index.php
def render_textrect(self, string, font, rect, text_color, background_color, justification=0):
"""Returns a surface containing the passed text string, reformatted
to fit within the given rect, word-wrapping as necessary. The text
will be anti-aliased.
Takes the following arguments:
string - the text you wish to render. \n begins a new line.
font - a Font object
rect - a rectstyle giving the size of the surface requested.
text_color - a three-byte tuple of the rgb value of the
text color. ex (0, 0, 0) = BLACK
background_color - a three-byte tuple of the rgb value of the surface.
justification - 0 (default) left-justified
1 horizontally centered
2 right-justified
Returns the following values:
Success - a surface object with the text rendered onto it.
Failure - raises a TextRectException if the text won't fit onto the surface.
"""
final_lines = []
string = ex.unival(string)
requested_lines = string.splitlines()
# Create a series of lines that will fit on the provided
# rectangle.
for requested_line in requested_lines:
if font.size(requested_line)[0] > rect.width:
words = requested_line.split(' ')
# if any of our words are too long to fit, return.
for word in words:
if font.size(word)[0] >= rect.width:
print("The word " + word + " is too long to fit in the rect passed.")
# Start a new line
accumulated_line = ""
for word in words:
test_line = accumulated_line + word + " "
# Build the line while the words fit.
if font.size(test_line)[0] < rect.width:
accumulated_line = test_line
else:
final_lines.append(accumulated_line)
accumulated_line = word + " "
final_lines.append(accumulated_line)
else:
final_lines.append(requested_line)
# Let's try to write the text out on the surface.
surface = pygame.Surface(rect.size, flags=pygame.SRCALPHA)
surface.fill(background_color)
accumulated_height = 0
for line in final_lines:
if accumulated_height + font.size(line)[1] >= rect.height:
print("Once word-wrapped, the text string was too tall to fit in the rect.")
if line != "":
tempsurface = font.render(line, 1, text_color)
if justification == 0:
surface.blit(tempsurface, (0, accumulated_height))
elif justification == 1:
surface.blit(tempsurface, ((rect.width - tempsurface.get_width()) / 2, accumulated_height))
elif justification == 2:
surface.blit(tempsurface, (rect.width - tempsurface.get_width(), accumulated_height))
else:
print("Invalid justification argument: " + str(justification))
accumulated_height += font.size(line)[1]
return surface
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