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"""Defines the top-level application widget"""
import pygame
from pygame.locals import *
from . import pguglobals
from . import container
from .const import *
class App(container.Container):
"""The top-level widget for an application.
Example:
import pygame
from pgu import gui
widget = gui.Button("Testing")
app = gui.App()
app.init(widget=widget)
app.run()
"""
# The top-level widget in the application
widget = None
# The pygame display for rendering the GUI. Note this may be a subsurface
# of the full surface.
screen = None
# The region of the (full) pygame display that contains the GUI. If set,
# this is used when transforming the mouse position from screen
# coordinates into the subsurface coordinates.
appArea = None
def __init__(self, theme=None, **params):
"""Create a new application given the (optional) theme instance."""
self.set_global_app()
if theme == None:
from .theme import Theme
theme = Theme()
self.theme = theme
params['decorate'] = 'app'
container.Container.__init__(self,**params)
self._quit = False
self.widget = None
self._chsize = False
self._repaint = False
self.screen = None
self.container = None
def set_global_app(self):
"""Registers this app as _the_ global PGU application. You
generally shouldn't need to call this function."""
# Keep a global reference to this application instance so that PGU
# components can easily find it.
pguglobals.app = self
# For backwards compatibility we keep a reference in the class
# itself too.
App.app = self
def resize(self):
if self.screen:
# The user has explicitly specified a screen surface
size = self.screen.get_size()
elif pygame.display.get_surface():
# Use the existing pygame display
self.screen = pygame.display.get_surface()
size = self.screen.get_size()
else:
# Otherwise we must allocate a new pygame display
if self.style.width != 0 and self.style.height != 0:
# Create a new screen based on the desired app size
size = (self.style.width, self.style.height)
else:
# Use the size of the top-most widget
size = self.widget.rect.size = self.widget.resize()
# Create the display
self.screen = pygame.display.set_mode(size, SWSURFACE)
#use screen to set up size of this widget
self.style.width,self.style.height = size
self.rect.size = size
self.rect.topleft = (0, 0)
self.widget.rect.topleft = (0, 0)
self.widget.rect.size = self.widget.resize(*size)
for w in self.windows:
w.rect.size = w.resize()
self._chsize = False
def init(self, widget=None, screen=None, area=None):
"""Initialize the application.
Keyword arguments:
widget -- the top-level widget in the application
screen -- the pygame surface to render to
area -- the rectangle (within 'screen') to use for rendering
"""
self.set_global_app()
if (widget):
# Set the top-level widget
self.widget = widget
if (screen):
if (area):
# Take a subsurface of the given screen
self.appArea = area
self.screen = screen.subsurface(area)
else:
# Use the entire screen for the app
self.screen = screen
self.resize()
w = self.widget
self.widgets = []
self.widgets.append(w)
w.container = self
self.focus(w)
pygame.key.set_repeat(500,30)
self._repaint = True
self._quit = False
self.send(INIT)
def event(self,ev):
"""Pass an event to the main widget. If you are managing your own
mainloop, this function should be called periodically when you are
processing pygame events.
"""
self.set_global_app()
if (self.appArea and hasattr(ev, "pos")):
# Translate into subsurface coordinates
pos = (ev.pos[0]-self.appArea.x,
ev.pos[1]-self.appArea.y)
args = {"pos" : pos}
# Copy over other misc mouse parameters
for name in ("buttons", "rel", "button"):
if (hasattr(ev, name)):
args[name] = getattr(ev, name)
ev = pygame.event.Event(ev.type, args)
#NOTE: might want to deal with ACTIVEEVENT in the future.
self.send(ev.type, ev)
container.Container.event(self, ev)
if ev.type == MOUSEBUTTONUP:
if ev.button not in (4,5): # Ignores the mouse wheel
# Also issue a "CLICK" event
sub = pygame.event.Event(CLICK,{
'button' : ev.button,
'pos' : ev.pos})
self.send(sub.type,sub)
container.Container.event(self,sub)
def loop(self):
"""Performs one iteration of the PGU application loop, which
processes events and update the pygame display."""
self.set_global_app()
for e in pygame.event.get():
if not (e.type == QUIT and self.mywindow):
self.event(e)
rects = self.update(self.screen)
pygame.display.update(rects)
def paint(self,screen=None):
"""Renders the application onto the given pygame surface"""
if (screen):
self.screen = screen
if self._chsize:
self._chsize = False
self.resize()
if self.background:
self.background.paint(self.screen)
container.Container.paint(self, self.screen)
def update(self,screen=None):
"""Update the screen in a semi-efficient manner, and returns
a list of pygame rects to be updated."""
if (screen):
self.screen = screen
if self._chsize:
self.resize()
self._chsize = False
return None
if self._repaint:
self.paint(self.screen)
self._repaint = False
rects = [pygame.Rect(0, 0,
self.screen.get_width(),
self.screen.get_height())]
else:
rects = container.Container.update(self,self.screen)
if (self.appArea):
# Translate the rects from subsurface coordinates into
# full display coordinates.
for r in rects:
r.move_ip(self.appArea.topleft)
return rects
def run(self, widget=None, screen=None, delay=10):
"""Run an application.
Automatically calls App.init and then forever loops while
calling App.event and App.update
Keyword arguments:
widget -- the top-level widget to use
screen -- the pygame surface to render to
delay -- the delay between updates (in milliseconds)
"""
self.init(widget,screen)
while not self._quit:
self.loop()
pygame.time.wait(delay)
def reupdate(self,w=None):
pass
def repaint(self,w=None):
self._repaint = True
def repaintall(self):
self._repaint = True
def chsize(self):
if (not self._chsize):
self._chsize = True
self._repaint = True
def quit(self,value=None):
self._quit = True
def open(self, w, pos=None):
"""Opens the given PGU window and positions it on the screen"""
w.container = self
if (w.rect.w == 0 or w.rect.h == 0):
w.rect.size = w.resize()
if (not pos):
# Auto-center the window
w.rect.center = self.rect.center
else:
# Show the window in a particular location
w.rect.topleft = pos
self.windows.append(w)
self.mywindow = w
self.focus(w)
self.repaint(w)
w.send(OPEN)
def close(self, w):
"""Closes the previously opened PGU window"""
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)
class Desktop(App):
"""Create an App using the desktop theme class."""
def __init__(self,**params):
params.setdefault('cls','desktop')
App.__init__(self,**params)
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