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# -*- coding: utf-8 -*-
import pygame
import os
from math import pi, cos, acos, sin, sqrt
import classes.simple_vector as sv
import classes.extras as ex
class Clock:
def __init__(self, game_board, wrapper, size, time, prefs):
self.game_board = game_board
self.show_outer_ring = prefs[0]
self.show_minutes = prefs[1]
self.show_24h = prefs[2]
self.show_only_quarters_h = prefs[3]
self.show_only_quarters_m = prefs[4]
self.show_only_fives_m = prefs[5]
self.show_roman = prefs[6]
self.show_highlight = prefs[7]
self.show_hour_offset = prefs[8]
self.roman = ["I", "II", "III", "IV", "V", "VI", "VII", "VIII", "IX", "X", "XI", "XII"]
if self.game_board.mainloop.scheme is not None:
color1 = self.game_board.mainloop.scheme.color1 # bright side of short hand
color3 = self.game_board.mainloop.scheme.color3 # inner font color
color5 = self.game_board.mainloop.scheme.color5 # dark side of short hand
color7 = list(self.game_board.mainloop.scheme.color7) # inner circle filling
color2 = self.game_board.mainloop.scheme.color2 # bright side of long hand
color4 = self.game_board.mainloop.scheme.color4 # ex.hsv_to_rgb(170,255,255)#outer font color
color6 = self.game_board.mainloop.scheme.color6 # dark side of long hand
color8 = list(self.game_board.mainloop.scheme.color8) # outer circle filling
else:
color1 = ex.hsv_to_rgb(225, 70, 230)
color3 = ex.hsv_to_rgb(225, 255, 255)
color5 = ex.hsv_to_rgb(225, 180, 240)
color7 = ex.hsv_to_rgb(225, 10, 255)
color2 = ex.hsv_to_rgb(170, 70, 230)
color4 = ex.hsv_to_rgb(170, 255, 255)
color6 = ex.hsv_to_rgb(170, 180, 240)
color8 = ex.hsv_to_rgb(170, 10, 255)
color7.append(200)
color8.append(200)
self.colors = [color1, color2]
self.colors2 = [color3, color4]
self.colors3 = [color5, color6]
self.colors4 = [color7, color8]
self.hand_coords = [[], []]
self.size = size
self.time = time
self.center = [self.size // 2, self.size // 2]
self.clock_wrapper = wrapper # self.board.ships[-1]
self.clock_wrapper.font = game_board.clock_fonts[0]
self.clock_wrapper.font2 = game_board.clock_fonts[1]
self.clock_wrapper.font3 = game_board.clock_fonts[2]
self.clock_wrapper.hidden_value = [2, 3]
self.clock_wrapper.font_color = color2
shrink = 0.72
self.whs = int(self.size * shrink)
tint_h = self.colors3[0]
tint_m = self.colors3[1]
self.hand_h = self.scalled_img(
pygame.image.load(os.path.join('res', 'images', "clock_h.png")).convert_alpha(), self.whs, self.whs)
self.hand_h.fill(tint_h, special_flags=pygame.BLEND_ADD)
self.hand_m = self.scalled_img(
pygame.image.load(os.path.join('res', 'images', "clock_m.png")).convert_alpha(), self.whs, self.whs)
self.hand_m.fill(tint_m, special_flags=pygame.BLEND_ADD)
self.pivot = [self.whs // 2, self.whs // 2]
self.hands = [self.hand_h, self.hand_m]
self.draw_all(self.time)
def draw_all(self, time=None):
if time is not None:
self.time = time
self.canvas = pygame.Surface([self.size, self.size - 1], flags=pygame.SRCALPHA)
self.canvas.fill((0, 0, 0, 0))
self.hands_vars()
self.draw_hands()
self.clock_wrapper.painting = self.canvas.copy()
def get_canvas(self):
return self.canvas
def hands_vars(self):
self.angle_step_12 = 2 * pi / 12
self.angle_step_60 = 2 * pi / 60
self.angle_start = -pi / 2
self.r = self.size // 3 + self.size // 10
self.rs = [int(90 * self.size / 500.0), int(170 * self.size / 500.0), int(110 * self.size / 500.0)]
def draw_hands(self):
if self.show_hour_offset:
a1 = self.angle_start + (2 * pi / 12) * self.time[0] + \
(self.angle_step_12 * (2 * pi / 60) * self.time[1]) / (2 * pi)
else:
a1 = self.angle_start + (2 * pi / 12) * self.time[0]
a2 = self.angle_start + (2 * pi / 60) * self.time[1]
self.angles = [a1, a2]
rs = self.rs
time = self.time
if self.show_outer_ring:
pygame.draw.circle(self.canvas, self.colors4[1], self.center, int(rs[1] + 10), 0)
pygame.draw.circle(self.canvas, self.colors2[1], self.center, int(rs[1] + 10), 1)
pygame.draw.circle(self.canvas, self.colors4[0], self.center, int(rs[2] + 10), 0)
pygame.draw.circle(self.canvas, self.colors2[0], self.center, int(rs[2] + 10), 1)
if self.show_outer_ring:
for i in range(60):
val = str(i + 1)
if self.show_only_quarters_m:
if (i + 1) % 15 != 0:
val = ""
elif self.show_only_fives_m:
if (i + 1) % 5 != 0:
val = ""
if i == 59:
val = "0"
a = self.angle_start + self.angle_step_60 * (i + 1)
if self.show_minutes:
font_size = self.clock_wrapper.font3.size(val)
if not self.show_highlight or (i + 1 == time[1] or (time[1] == 0 and i == 59)):
text = self.clock_wrapper.font3.render("%s" % (val), 1, self.colors2[1])
else:
text = self.clock_wrapper.font3.render("%s" % (val), 1, self.colors[1])
offset3 = rs[1] + 10 + 15 * self.size / 500.0 + font_size[1] // 2
x3 = offset3 * cos(a) + self.center[0] - int(font_size[0] / 2.0)
y3 = offset3 * sin(a) + self.center[1] - int(font_size[1] / 2.0)
self.canvas.blit(text, (x3, y3))
if self.show_only_quarters_m or self.show_only_fives_m:
if (i + 1) % 15 == 0:
marklen = 10 + 15 * self.size / 500.0
elif (i + 1) % 5 == 0:
marklen = 10 + 10 * self.size / 500.0
else:
marklen = 10 + 5 * self.size / 500.0
else:
marklen = 10 + 10 * self.size / 500.0
else:
if (i + 1) % 15 == 0:
marklen = 10 + 15 * self.size / 500.0
elif (i + 1) % 5 == 0:
marklen = 10 + 10 * self.size / 500.0
else:
marklen = 10 + 5 * self.size / 500.0
if self.show_outer_ring:
x1 = (rs[1] + 10) * cos(a) + self.center[0]
y1 = (rs[1] + 10) * sin(a) + self.center[1]
x2 = (rs[1] + marklen) * cos(a) + self.center[0]
y2 = (rs[1] + marklen) * sin(a) + self.center[1]
pygame.draw.aaline(self.canvas, self.colors2[1], [x1, y1], [x2, y2])
for i in range(12):
val = str(i + 1)
if self.show_only_quarters_h:
if (i + 1) % 3 != 0:
val = ""
a = self.angle_start + self.angle_step_12 * (i + 1)
x1 = (rs[2] + 10) * cos(a) + self.center[0]
y1 = (rs[2] + 10) * sin(a) + self.center[1]
x2 = (rs[2] + 10 + 10 * self.size / 500.0) * cos(a) + self.center[0]
y2 = (rs[2] + 10 + 10 * self.size / 500.0) * sin(a) + self.center[1]
pygame.draw.aaline(self.canvas, self.colors2[0], [x1, y1], [x2, y2])
font_size = self.clock_wrapper.font.size(val)
if self.show_roman:
val = self.hour_to_roman(val)
if not self.show_highlight or i + 1 == time[0]:
text = self.clock_wrapper.font.render("%s" % (val), 1, self.colors2[0])
else:
text = self.clock_wrapper.font.render("%s" % (val), 1, self.colors[0])
if self.show_roman:
text_angle = -(360 / 12.0) * (i + 1)
text = pygame.transform.rotate(text, text_angle)
rect = text.get_rect()
x3 = (rs[2] + 10 + 7 * self.size / 500.0 + font_size[1] // 2) * cos(a) + self.center[0] - rect.width / 2
y3 = (rs[2] + 10 + 7 * self.size / 500.0 + font_size[1] // 2) * sin(a) + \
self.center[1] - rect.height / 2
else:
x3 = (rs[2] + 10 + 7 * self.size / 500.0 +
font_size[1] / 2) * cos(a) + self.center[0] - font_size[0] / 2
y3 = (rs[2] + 10 + 7 * self.size / 500.0 +
font_size[1] / 2) * sin(a) + self.center[1] - font_size[1] / 2
self.canvas.blit(text, (x3, y3))
if self.show_24h:
if i + 13 == 24:
val = "0"
v = 0
else:
val = str(i + 13)
v = i + 13
font_size = self.clock_wrapper.font2.size(val)
if not self.show_highlight or v == time[0]:
text = self.clock_wrapper.font2.render("%s" % (val), 1, self.colors2[0])
else:
text = self.clock_wrapper.font2.render("%s" % (val), 1, self.colors[0])
x3 = (rs[0] + font_size[1] // 4) * cos(a) + self.center[0] - font_size[0] / 2
y3 = (rs[0] + font_size[1] // 4) * sin(a) + self.center[1] - font_size[1] / 2
self.canvas.blit(text, (x3, y3))
hand_width = [self.r // 14, self.r // 18]
start_offset = [self.size // 10, self.size // 12]
for i in range(2):
# angle for line
angle = self.angles[i] # angle_start + angle_step*i
x0 = self.center[0] - start_offset[i] * cos(angle)
y0 = self.center[1] - start_offset[i] * sin(angle)
# Calculate the x,y for the end point
x1 = rs[i] * cos(angle) + self.center[0]
y1 = rs[i] * sin(angle) + self.center[1]
x2 = hand_width[i] * cos(angle - pi / 2) + self.center[0]
y2 = hand_width[i] * sin(angle - pi / 2) + self.center[1]
x3 = hand_width[i] * cos(angle + pi / 2) + self.center[0]
y3 = hand_width[i] * sin(angle + pi / 2) + self.center[1]
points = [[x0, y0], [x2, y2], [x1, y1], [x3, y3]]
self.hand_coords[i] = points
self.clock_wrapper.update_me = True
for i in range(0, 2):
angle = 360 - ((self.angles[i] + pi / 2) * 180 / pi)
img = self.rotate_pivoted(self.hands[i], angle, self.pivot)
self.canvas.blit(img[0], ((self.size - self.whs) // 2 + img[1][0], (self.size - self.whs) // 2 + img[1][1]))
def hour_to_roman(self, val):
val = int(val)
return self.roman[val - 1]
@staticmethod
def scalled_img(image, new_w, new_h):
'scales image depending on pygame version and bit depth using either smoothscale or scale'
if image.get_bitsize() in [32, 24] and pygame.version.vernum >= (1, 8):
img = pygame.transform.smoothscale(image, (new_w, new_h))
else:
img = pygame.transform.scale(image, (new_w, new_h))
return img
@staticmethod
def rotate_pivoted(img, angle, pivot):
image = pygame.transform.rotate(img, angle)
rect = image.get_rect()
rect.center = pivot
return image, rect
@staticmethod
def vector_len(v):
return sqrt(v[0] ** 2 + v[1] ** 2)
@staticmethod
def scalar_product(v1, v2):
return sum([v1[i] * v2[i] for i in range(len(v1))])
def angle(self, v1, v2):
return self.scalar_product(v1, v2) / (self.vector_len(v1) * self.vector_len(v2))
def is_contained(self, pos, coords_id=0):
v0 = sv.Vector2.from_points(self.hand_coords[coords_id][2], self.hand_coords[coords_id][1])
v1 = sv.Vector2.from_points(self.hand_coords[coords_id][0], self.hand_coords[coords_id][1])
v2 = sv.Vector2.from_points(self.hand_coords[coords_id][2], self.hand_coords[coords_id][3])
v3 = sv.Vector2.from_points(self.hand_coords[coords_id][0], self.hand_coords[coords_id][3])
v4 = sv.Vector2.from_points(pos, self.hand_coords[coords_id][1])
v5 = sv.Vector2.from_points(pos, self.hand_coords[coords_id][3])
a1 = 1 - self.angle(v0, v1) # corner 1
a2 = 1 - self.angle(v2, v3) # corner 2
a3 = 1 - self.angle(v0, v4) # point to arm1 of corner1
a4 = 1 - self.angle(v1, v4) # point to arm2 of corner1
a5 = 1 - self.angle(v2, v5) # point to arm1 of corner2
a6 = 1 - self.angle(v3, v5) # point to arm2 of corner2
if (a3 + a4) < a1 and (a5 + a6) < a2:
return True
return False
def current_angle(self, pos, r):
cosa = (pos[0] - self.center[0]) / r
sina = (pos[1] - self.center[1]) / r
if 0 <= cosa <= 1 and -1 <= sina <= 0:
angle = pi / 2 - acos(cosa)
elif 0 <= cosa <= 1 and 0 <= sina <= 1:
angle = acos(cosa) + pi / 2 # ok
elif -1 <= cosa <= 0 and 0 <= sina <= 1:
angle = acos(cosa) + pi / 2 # ok
elif -1 <= cosa <= 0 and -1 <= sina <= 0:
angle = 2 * pi + pi / 2 - acos(cosa)
return angle
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