Difficult-Rocket/Difficult_Rocket/drag_sprite.py

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2021-08-24 22:31:52 +08:00
"""
writen by shenjackyuanjie
mail: 3695888@qq.com
github: @shenjackyuanjie
gitee: @shenjackyuanjie
"""
import sys
if __name__ == '__main__': # been start will not run this
sys.path.append('/bin/libs')
sys.path.append('/bin')
import pyglet
from pyglet.window import mouse
from pyglet.gui.widgets import WidgetBase
class DragSprite(WidgetBase):
"""Instance of a drag button.
Triggers the event 'on_press' when it is clicked by the mouse.
Triggers the event 'on_release' when the mouse is released.
Triggers the event 'on_drag' when it is drag by mouse.
"""
# TODO make it More standardized
# TODO add group thing again(i don't know how to)
# by shenjack
def __init__(self,
x: int,
y: int,
image: pyglet.image.AbstractImage,
drag_by_all: bool = False,
drag_out_window: bool = False,
batch: pyglet.graphics.Batch = None,
group: pyglet.graphics.Group = None):
"""Create a draggable sprite.
:Parameters:
`x` : int
X coordinate of the push button.
`y` : int
Y coordinate of the push button.
`image` : `~pyglet.image.AbstractImage`
Image to display when the sprite is pressed.
`drag_by_all` : bool
If True then sprite will move whatever witch mouse button drag the sprite,
or the sprite will only move when Left mouse button drag.
`drag_out_window` : bool
If True then sprite will move out of the window with the mouse dragging,
or the sprite will only stop on the edge of the window.
`batch` : `~pyglet.graphics.Batch`
Optional batch to add the sprite to.
`group` : `~pyglet.graphics.Group`
Optional parent group of the sprite.
"""
super().__init__(x, y, image.width, image.height)
self._image = image
self._batch = batch or pyglet.graphics.Batch()
self._sprite = pyglet.sprite.Sprite(self._image, x, y, batch=batch, group=group)
self.drag_by_all = drag_by_all
self.drag_out_window = drag_out_window
self.dragging = False
def _check_hit(self, x, y):
return self._x < x < self._x + self._width and self._y < y < self._y + self._height
def on_mouse_press(self, x, y, buttons, modifiers):
if (buttons == mouse.LEFT) or self.drag_by_all:
if self._check_hit(x, y):
self.dragging = True
self.dispatch_event('on_press', buttons, self.dragging)
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
if self.dragging:
# TODO find a way to get window height and width
if (self._x + dx) < 0 and not self.drag_out_window:
self._sprite.x = 0
self._x = 0
else:
self._sprite.x += dx
self._x += dx
if (self._y + dy) < 0 and not self.drag_out_window:
self._sprite.y = 0
self._y = 0
else:
self._sprite.y += dy
self._y += dy
self.dispatch_event('on_drag', x, y, dx, dy, buttons, modifiers)
def draw(self):
self._sprite.draw()
# just use self.draw can draw
def on_mouse_release(self, x, y, buttons, modifiers):
if self.dragging:
self.dragging = not self.dragging
self.dispatch_event('on_release', x, y, buttons, modifiers)
DragSprite.register_event_type('on_drag')
DragSprite.register_event_type('on_press')
DragSprite.register_event_type('on_release')