Difficult-Rocket/Difficult_Rocket/gui/widget/button.py

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# -------------------------------
# Difficult Rocket
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# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
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# All rights reserved
# -------------------------------
from typing import Optional, Tuple
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# from libs import pyglet
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import pyglet
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from pyglet.text import Label
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from pyglet.gui import widgets
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from pyglet.window import mouse
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# from pyglet.sprite import Sprite
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from pyglet.shapes import Rectangle, BorderedRectangle
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# from pyglet.image import AbstractImage
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from pyglet.graphics import Batch, Group
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from Difficult_Rocket.api.types import Options, FontData
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# from Difficult_Rocket import DR_status
RGBA = Tuple[int, int, int, int]
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class BaseButtonTheme:
"""
按钮的风格
"""
name = "BaseButtonTheme"
def __init__(self, x: int, y: int,
width: int, height: int,
batch: Batch, group: Group):
self.batch = batch
self.group = group
self.x = x
self.y = y
self.width = width
self.height = height
def on_touch(self, x, y) -> None:
"""
当鼠标在按钮上的时候
:param x: 鼠标绝对位置
:param y: 鼠标绝对位置
:return:
"""
def on_move_away(self) -> None:
"""
当鼠标移出按钮的时候
:return:
"""
def on_hit(self, x: int, y: int) -> None:
"""
当鼠标点击按钮的时候
:param x: 鼠标绝对位置
:param y: 鼠标绝对位置
:return:
"""
def on_release(self) -> None:
"""
当鼠标松开按钮的时候
:return:
"""
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def on_update(self, button) -> None:
"""
当按钮的位置发生变化的时候
:param button: 按钮
:return:
"""
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class MinecraftWikiButtonTheme(BaseButtonTheme):
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"""
直接绘制按钮的风格
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"""
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name = "MinecraftWikiButtonTheme"
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def __init__(self, x: int, y: int,
width: int, height: int,
batch: Batch, group: Group):
super().__init__(x, y, width, height, batch, group)
self.batch = batch
self.group = group
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a = (72, 73, 74, 255)
b = (109, 109, 110, 255)
c = (88, 91, 92, 255)
d = (124, 124, 125, 255) # 左下和右上两个重叠点的颜色.... 画吗?
e = (49, 50, 51, 255)
touch_a = (49, 50, 51, 255)
touch_b = (90, 91, 92, 255)
touch_c = (71, 72, 72, 255)
touch_d = (106, 107, 108, 255) # 同上
pad = 2 # 边框宽度 2 px
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list_pad = 4 # 下巴 4px
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pop_out = False
if pop_out:
# 主背景
self.back_ground = Rectangle(x=x + (pad * 2), y=y + (pad * 2) + list_pad,
width=width - (pad * 4), height=height - (pad * 4) - list_pad,
color=a, batch=batch, group=Group(order=3, parent=group))
# 左上方向的覆盖
self.cover_back = Rectangle(x=x + pad, y=y + pad + list_pad,
width=width - (pad * 2), height=height - (pad * 2) - list_pad,
color=b, batch=batch, group=Group(order=1, parent=group))
# 右下方向的覆盖
self.cover_back2 = Rectangle(x=x + (pad * 2), y=y + pad + list_pad,
width=width - (pad * 3), height=height - (pad * 3) - list_pad,
color=c, batch=batch, group=Group(order=2, parent=group))
else:
# 主背景
self.back_ground = Rectangle(x=x + (pad * 2), y=y + (pad * 2) + list_pad,
width=width - (pad * 4), height=height - (pad * 4) - list_pad,
color=c, batch=batch, group=Group(order=3, parent=group))
# 左上方向的覆盖
self.cover_back = Rectangle(x=x + pad, y=y + (pad * 2) + list_pad,
width=width - (pad * 3), height=height - (pad * 3) - list_pad,
color=b, batch=batch, group=Group(order=2, parent=group))
# 右下方向的覆盖
self.cover_back2 = Rectangle(x=x + pad, y=y + pad + list_pad,
width=width - (pad * 2), height=height - (pad * 2) - list_pad,
color=a, batch=batch, group=Group(order=1, parent=group))
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# 下巴的框
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self.list_back = BorderedRectangle(x=x, y=y,
width=width, height=height,
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border=pad, border_color=(0, 0, 0, 255),
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color=e, batch=batch, group=Group(order=0, parent=group))
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self.a = a
self.b = b
self.c = c
self.d = d
self.e = e
self.touch_a = touch_a
self.touch_b = touch_b
self.touch_c = touch_c
self.touch_d = touch_d
self.pad = pad
self.list_pad = list_pad
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self.pop_out = pop_out
self.drag_list = False
def on_touch(self, x, y) -> None:
"""
当鼠标在按钮上的时候
:param x: 鼠标绝对位置
:param y: 鼠标绝对位置
:return:
"""
def on_move_away(self) -> None:
"""
当鼠标移出按钮的时候
:return:
"""
def on_hit(self, x: int, y: int) -> None:
"""
当鼠标点击按钮的时候
:param x: 鼠标绝对位置
:param y: 鼠标绝对位置
:return:
"""
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if self.pop_out:
self.back_ground.color = self.touch_a
self.cover_back.color = self.touch_b
self.cover_back2.color = self.touch_c
else:
self.back_ground.color = self.touch_c
self.cover_back.color = self.touch_b
self.cover_back2.color = self.touch_a
if self.drag_list:
self.back_ground.y = self.y + (self.pad * 2)
self.back_ground.height = self.height - (self.pad * 4)
self.cover_back.y = self.y + self.pad
self.cover_back.height = self.height - (self.pad * 2)
self.cover_back2.y = self.y + self.pad
self.cover_back2.height = self.height - (self.pad * 3)
def on_release(self) -> None:
"""
当鼠标松开按钮的时候
:return:
"""
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if self.pop_out:
self.back_ground.color = self.a
self.cover_back.color = self.b
self.cover_back2.color = self.c
else:
self.back_ground.color = self.c
self.cover_back.color = self.b
self.cover_back2.color = self.a
if self.drag_list:
self.back_ground.y = self.y + (self.pad * 2) + self.list_pad
self.back_ground.height = self.height - (self.pad * 4) - self.list_pad
self.cover_back.y = self.y + self.pad + self.list_pad
self.cover_back.height = self.height - (self.pad * 2) - self.list_pad
self.cover_back2.y = self.y + self.pad + self.list_pad
self.cover_back2.height = self.height - (self.pad * 3) - self.list_pad
class ButtonThemeOptions(Options):
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"""基于 Options 写的 ButtonTheme"""
name = "ButtonTheme"
untouched_color: RGBA = (39, 73, 114, 255)
touched_color: RGBA = (66, 150, 250, 255)
hit_color: RGBA = (15, 135, 250, 255)
font_theme: FontData = FontData()
def __str__(self):
return self.as_markdown()
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class PressTextButton(widgets.WidgetBase):
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"""
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自带 字符 + 材质 的按钮就不用单独做材质了
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"""
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def __init__(
self,
x: int,
y: int,
width: int,
height: int,
text: str,
batch: Optional[Batch] = None,
group: Optional[Group] = None,
theme: Optional[ButtonThemeOptions] = None,
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draw_theme: Optional[type(BaseButtonTheme)] = None,
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):
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super().__init__(x, y, width, height)
self.main_batch = batch or Batch()
self.user_batch = batch is not None
self.front_group = Group(order=10, parent=group)
self.back_ground_group = Group(order=5, parent=group)
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self.pressed = False
self.theme = theme or ButtonThemeOptions()
self.untouched_color = self.theme.untouched_color
self.touched_color = self.theme.touched_color
self.hit_color = self.theme.hit_color
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# from ImGui
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self.text = text
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self.text_label = Label(
font_name=self.theme.font_theme.font_name,
font_size=self.theme.font_theme.font_size,
batch=self.main_batch,
group=self.front_group,
x=self._x,
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y=self._y + 4,
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width=self._width,
height=self._height,
)
self.font = pyglet.font.load(
self.theme.font_theme.font_name,
self.theme.font_theme.font_size,
bold=self.theme.font_theme.bold,
italic=self.theme.font_theme.italic,
stretch=self.theme.font_theme.stretch,
)
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self.font_height = self.font.ascent - self.font.descent
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if draw_theme is None:
self.back_rec = Rectangle(
x=self._x,
y=self._y,
width=self._width,
height=self._height,
color=self.untouched_color, # ImGui color
batch=self.main_batch,
group=self.back_ground_group,
)
self.draw_theme = False
else:
self.draw_theme = draw_theme(
x=self._x,
y=self._y,
width=self._width,
height=self._height,
batch=self.main_batch,
group=self.back_ground_group,
)
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self.value = text # 重新分配一下高度和宽度的位置
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@property
def value(self):
return self.text
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@value.setter
def value(self, value):
self.text = value
self.text_label.text = value
text_width = self.text_label.content_width
self.text_label.x = self._x + (self.width - text_width) // 2
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self.text_label.y = (
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self._y + (self.height - self.font_height) // 2 + (self.font_height * 0.2) + 4
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) # 修正一下位置
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@property
def batch(self) -> Batch:
return self.main_batch
@batch.setter
def batch(self, value: Batch):
assert isinstance(value, Batch), "batch must be a pyglet.graphics.Batch"
self.main_batch = value
self.text_label.batch = value
self.back_rec.batch = value
self.user_batch = True
def __contains__(self, point):
if self.draw_theme:
x, y = self.x, self.y
return x < point[0] < x + self._width and y < point[1] < y + self._height
return point in self.back_rec
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def on_draw(self):
if not self.user_batch:
self.main_batch.draw()
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def on_mouse_motion(self, x, y, dx, dy):
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if (x, y) in self:
if self.draw_theme:
...
else:
self.back_rec.color = self.touched_color
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else:
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self.pressed = False
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if self.draw_theme:
self.draw_theme.on_move_away()
self.draw_theme.on_release()
else:
self.back_rec.color = self.untouched_color
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def on_mouse_press(self, x, y, buttons, modifiers) -> bool:
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if (x, y) in self:
if buttons == mouse.LEFT:
if self.draw_theme:
self.draw_theme.on_hit(x, y)
else:
self.back_rec.color = self.hit_color
self.dispatch_event("on_press", x, y)
self.pressed = True
return True
else:
self.pressed = False
if self.draw_theme:
self.draw_theme.on_release()
else:
self.back_rec.color = self.untouched_color
self.dispatch_event("on_release", x, y)
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return False
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def on_mouse_release(self, x, y, buttons, modifiers):
if self.pressed and (x, y) in self:
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if self.draw_theme:
self.draw_theme.on_release()
else:
self.back_rec.color = self.touched_color
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self.pressed = False
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def _update_position(self):
self.text_label.position = self._x, self._y, 0
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self.back_rec.position = self._x, self._y
self.back_rec.width = self._width
self.back_rec.height = self._height
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PressTextButton.register_event_type("on_press")
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PressTextButton.register_event_type("on_release")