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"""
"""
import pygame
from pygame.locals import *
from const import *
import widget, surface
class Container(widget.Widget):
"""The base container widget, can be used as a template as well as stand alone.
<pre>Container()</pre>
"""
def __init__(self,**params):
widget.Widget.__init__(self,**params)
self.myfocus = None
self.mywindow = None
self.myhover = None
#self.background = 0
self.widgets = []
self.windows = []
self.toupdate = {}
self.topaint = {}
def update(self,s):
updates = []
if self.myfocus: self.toupdate[self.myfocus] = self.myfocus
for w in self.topaint:
if w is self.mywindow:
continue
else:
sub = surface.subsurface(s,w.rect)
sub.blit(w._container_bkgr,(0,0))
w.paint(sub)
updates.append(pygame.rect.Rect(w.rect))
for w in self.toupdate:
if w is self.mywindow:
continue
else:
us = w.update(surface.subsurface(s,w.rect))
if us:
for u in us:
updates.append(pygame.rect.Rect(u.x + w.rect.x,u.y+w.rect.y,u.w,u.h))
for w in self.topaint:
if w is self.mywindow:
w.paint(self.top_surface(s,w))
updates.append(pygame.rect.Rect(w.rect))
else:
continue
for w in self.toupdate:
if w is self.mywindow:
us = w.update(self.top_surface(s,w))
else:
continue
if us:
for u in us:
updates.append(pygame.rect.Rect(u.x + w.rect.x,u.y+w.rect.y,u.w,u.h))
self.topaint = {}
self.toupdate = {}
return updates
def repaint(self,w=None):
if not w:
return widget.Widget.repaint(self)
self.topaint[w] = w
self.reupdate()
def reupdate(self,w=None):
if not w:
return widget.Widget.reupdate(self)
self.toupdate[w] = w
self.reupdate()
def paint(self,s):
self.toupdate = {}
self.topaint = {}
for w in self.widgets:
ok = False
try:
sub = surface.subsurface(s,w.rect)
ok = True
except:
print 'container.paint(): %s not in %s'%(w.__class__.__name__,self.__class__.__name__)
print s.get_width(),s.get_height(),w.rect
ok = False
if ok:
if not (hasattr(w,'_container_bkgr') and w._container_bkgr.get_width() == sub.get_width() and w._container_bkgr.get_height() == sub.get_height()):
w._container_bkgr = sub.copy()
w._container_bkgr.fill((0,0,0,0))
w._container_bkgr.blit(sub,(0,0))
w.paint(sub)
for w in self.windows:
w.paint(self.top_surface(s,w))
def top_surface(self,s,w):
x,y = s.get_abs_offset()
s = s.get_abs_parent()
return surface.subsurface(s,(x+w.rect.x,y+w.rect.y,w.rect.w,w.rect.h))
def event(self,e):
used = False
if self.mywindow and e.type == MOUSEBUTTONDOWN:
w = self.mywindow
if self.myfocus is w:
if not w.rect.collidepoint(e.pos): self.blur(w)
if not self.myfocus:
if w.rect.collidepoint(e.pos): self.focus(w)
if not self.mywindow:
#### by Gal Koren
##
## if e.type == FOCUS:
if e.type == FOCUS and not self.myfocus:
#self.first()
pass
elif e.type == EXIT:
if self.myhover: self.exit(self.myhover)
elif e.type == BLUR:
if self.myfocus: self.blur(self.myfocus)
elif e.type == MOUSEBUTTONDOWN:
h = None
for w in self.widgets:
if not w.disabled: #focusable not considered, since that is only for tabs
if w.rect.collidepoint(e.pos):
h = w
if self.myfocus is not w: self.focus(w)
if not h and self.myfocus:
self.blur(self.myfocus)
elif e.type == MOUSEMOTION:
if 1 in e.buttons:
if self.myfocus: ws = [self.myfocus]
else: ws = []
else: ws = self.widgets
h = None
for w in ws:
if w.rect.collidepoint(e.pos):
h = w
if self.myhover is not w: self.enter(w)
if not h and self.myhover:
self.exit(self.myhover)
w = self.myhover
if w and w is not self.myfocus:
sub = pygame.event.Event(e.type,{
'buttons':e.buttons,
'pos':(e.pos[0]-w.rect.x,e.pos[1]-w.rect.y),
'rel':e.rel})
used = w._event(sub)
w = self.myfocus
if w:
sub = e
if e.type == MOUSEBUTTONUP or e.type == MOUSEBUTTONDOWN:
sub = pygame.event.Event(e.type,{
'button':e.button,
'pos':(e.pos[0]-w.rect.x,e.pos[1]-w.rect.y)})
used = w._event(sub)
elif e.type == CLICK and self.myhover is w:
sub = pygame.event.Event(e.type,{
'button':e.button,
'pos':(e.pos[0]-w.rect.x,e.pos[1]-w.rect.y)})
used = w._event(sub)
elif e.type == CLICK: #a dead click
pass
elif e.type == MOUSEMOTION:
sub = pygame.event.Event(e.type,{
'buttons':e.buttons,
'pos':(e.pos[0]-w.rect.x,e.pos[1]-w.rect.y),
'rel':e.rel})
used = w._event(sub)
else:
used = w._event(sub)
if not used:
if e.type is KEYDOWN:
if e.key is K_TAB and self.myfocus:
if (e.mod&KMOD_SHIFT) == 0:
self.myfocus.next()
else:
self.myfocus.previous()
return True
elif e.key == K_UP:
self._move_focus(0,-1)
return True
elif e.key == K_RIGHT:
self._move_focus(1,0)
return True
elif e.key == K_DOWN:
self._move_focus(0,1)
return True
elif e.key == K_LEFT:
self._move_focus(-1,0)
return True
return used
def _move_focus(self,dx_,dy_):
myfocus = self.myfocus
if not self.myfocus: return
from pgu.gui import App
widgets = self._get_widgets(App.app)
#if myfocus not in widgets: return
#widgets.remove(myfocus)
if myfocus in widgets:
widgets.remove(myfocus)
rect = myfocus.get_abs_rect()
fx,fy = rect.centerx,rect.centery
def sign(v):
if v < 0: return -1
if v > 0: return 1
return 0
dist = []
for w in widgets:
wrect = w.get_abs_rect()
wx,wy = wrect.centerx,wrect.centery
dx,dy = wx-fx,wy-fy
if dx_ > 0 and wrect.left < rect.right: continue
if dx_ < 0 and wrect.right > rect.left: continue
if dy_ > 0 and wrect.top < rect.bottom: continue
if dy_ < 0 and wrect.bottom > rect.top: continue
dist.append((dx*dx+dy*dy,w))
if not len(dist): return
dist.sort()
d,w = dist.pop(0)
w.focus()
def _get_widgets(self,c):
widgets = []
if c.mywindow:
widgets.extend(self._get_widgets(c.mywindow))
else:
for w in c.widgets:
if isinstance(w,Container):
widgets.extend(self._get_widgets(w))
elif not w.disabled and w.focusable:
widgets.append(w)
return widgets
def remove(self,w):
"""Remove a widget from the container.
<pre>Container.remove(w)</pre>
"""
self.blur(w)
self.widgets.remove(w)
#self.repaint()
self.chsize()
def add(self,w,x,y):
"""Add a widget to the container.
<pre>Container.add(w,x,y)</pre>
<dl>
<dt>x, y<dd>position of the widget
</dl>
"""
w.style.x = x
w.style.y = y
w.container = self
#NOTE: this might fix it, sort of...
#but the thing is, we don't really want to resize
#something if it is going to get resized again later
#for no reason...
#w.rect.x,w.rect.y = w.style.x,w.style.y
#w.rect.w, w.rect.h = w.resize()
self.widgets.append(w)
self.chsize()
def open(self,w=None,x=None,y=None):
from app import App #HACK: I import it here to prevent circular importing
if not w:
if (not hasattr(self,'container') or not self.container) and self is not App.app:
self.container = App.app
#print 'top level open'
return widget.Widget.open(self)
if self.container:
if x != None: return self.container.open(w,self.rect.x+x,self.rect.y+y)
return self.container.open(w)
w.container = self
if w.rect.w == 0 or w.rect.h == 0: #this might be okay, not sure if needed.
#_chsize = App.app._chsize #HACK: we don't want this resize to trigger a chsize.
w.rect.w,w.rect.h = w.resize()
#App.app._chsize = _chsize
if x == None or y == None: #auto center the window
#w.style.x,w.style.y = 0,0
w.rect.x = (self.rect.w-w.rect.w)/2
w.rect.y = (self.rect.h-w.rect.h)/2
#w.resize()
#w._resize(self.rect.w,self.rect.h)
else: #show it where we want it
w.rect.x = x
w.rect.y = y
#w._resize()
self.windows.append(w)
self.mywindow = w
self.focus(w)
self.repaint(w)
w.send(OPEN)
def close(self,w=None):
if not w:
return widget.Widget.close(self)
if self.container: #make sure we're in the App
return self.container.close(w)
if self.myfocus is w: self.blur(w)
if w not in self.windows: return #no need to remove it twice! happens.
self.windows.remove(w)
self.mywindow = None
if self.windows:
self.mywindow = self.windows[-1]
self.focus(self.mywindow)
if not self.mywindow:
self.myfocus = self.widget #HACK: should be done fancier, i think..
if not self.myhover:
self.enter(self.widget)
self.repaintall()
w.send(CLOSE)
def focus(self,w=None):
widget.Widget.focus(self) ### by Gal koren
# if not w:
# return widget.Widget.focus(self)
if not w: return
if self.myfocus: self.blur(self.myfocus)
if self.myhover is not w: self.enter(w)
self.myfocus = w
w._event(pygame.event.Event(FOCUS))
#print self.myfocus,self.myfocus.__class__.__name__
def blur(self,w=None):
if not w:
return widget.Widget.blur(self)
if self.myfocus is w:
if self.myhover is w: self.exit(w)
self.myfocus = None
w._event(pygame.event.Event(BLUR))
def enter(self,w):
if self.myhover: self.exit(self.myhover)
self.myhover = w
w._event(pygame.event.Event(ENTER))
def exit(self,w):
if self.myhover and self.myhover is w:
self.myhover = None
w._event(pygame.event.Event(EXIT))
# def first(self):
# for w in self.widgets:
# if w.focusable:
# self.focus(w)
# return
# if self.container: self.container.next(self)
# def next(self,w):
# if w not in self.widgets: return #HACK: maybe. this happens in windows for some reason...
#
# for w in self.widgets[self.widgets.index(w)+1:]:
# if w.focusable:
# self.focus(w)
# return
# if self.container: return self.container.next(self)
def _next(self,orig=None):
start = 0
if orig in self.widgets: start = self.widgets.index(orig)+1
for w in self.widgets[start:]:
if not w.disabled and w.focusable:
if isinstance(w,Container):
if w._next():
return True
else:
self.focus(w)
return True
return False
def _previous(self,orig=None):
end = len(self.widgets)
if orig in self.widgets: end = self.widgets.index(orig)
ws = self.widgets[:end]
ws.reverse()
for w in ws:
if not w.disabled and w.focusable:
if isinstance(w,Container):
if w._previous():
return True
else:
self.focus(w)
return True
return False
def next(self,w=None):
if w != None and w not in self.widgets: return #HACK: maybe. this happens in windows for some reason...
if self._next(w): return True
if self.container: return self.container.next(self)
def previous(self,w=None):
if w != None and w not in self.widgets: return #HACK: maybe. this happens in windows for some reason...
if self._previous(w): return True
if self.container: return self.container.previous(self)
def resize(self,width=None,height=None):
#r = self.rect
#r.w,r.h = 0,0
ww,hh = 0,0
if self.style.width: ww = self.style.width
if self.style.height: hh = self.style.height
for w in self.widgets:
#w.rect.w,w.rect.h = 0,0
w.rect.x,w.rect.y = w.style.x,w.style.y
w.rect.w, w.rect.h = w.resize()
#w._resize()
ww = max(ww,w.rect.right)
hh = max(hh,w.rect.bottom)
return ww,hh
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