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 __future__ import annotations
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import math
from typing import Optional, Tuple, Type, Sequence
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# from libs import pyglet
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import pyglet
from pyglet.gl import GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA
from pyglet.graphics.shader import ShaderProgram
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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, ShapeBase, _rotate_point
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from pyglet.gui.widgets import WidgetBase
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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 拐角(ShapeBase):
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def __init__(
self,
x: float,
y: float,
width: float,
height: float,
thick1: float = 1.0,
thick2: float = 1.0,
color: tuple[int, int, int, int] = (255, 255, 255, 255),
clockwise: bool = True,
blend_src: int = GL_SRC_ALPHA,
blend_dest: int = GL_ONE_MINUS_SRC_ALPHA,
batch: Batch | None = None,
group: Group | None = None,
program: ShaderProgram | None = None,
) -> None:
self._x = x
self._y = y
self._width = width
self._height = height
self._thick1 = thick1
self._thick2 = thick2
self._clockwise = clockwise
self._rgba = color
super().__init__(6, blend_src, blend_dest, batch, group, program)
def __contains__(self, point: tuple[float, float]) -> bool:
assert len(point) == 2
# 先大框
point = _rotate_point((self._x, self._y), point, math.radians(self._rotation))
x, y = self._x - self._anchor_x, self._y - self._anchor_y
return (x < point[0] < x + self._width and y < point[1] < y + self._height) and (
(
(point[1] > y + self._height - self._thick2)
or (point[0] < x + self._thick1)
)
if self._clockwise
else (
(point[1] < y + self._thick1)
or (point[0] > x + self._width - self._thick2)
)
)
def _get_vertices(self) -> Sequence[float]:
if not self.visible:
return (0, 0) * self._num_verts
t1, t2 = self._thick1, self._thick2
left = -self._anchor_x
bottom = -self._anchor_y
right = left + self._width
top = bottom + self._height
x1 = left
x2 = left + t1
x3 = right - t1
x4 = right
y1 = bottom
y2 = bottom + t1
y3 = top - t2
y4 = top
# fmt: off
return ((
x1, y1,
x1, y4,
x4, y4,
x4, y3,
x2, y3,
x2, y1
) if self._clockwise else(
x1, y1,
x4, y1,
x4, y4,
x3, y4,
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x3, y2,
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x1, y2
))
# fmt: on
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def _update_vertices(self) -> None:
self._vertex_list.position[:] = self._get_vertices() # pyright: ignore reportAttributeAccessIssue
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def _create_vertex_list(self) -> None:
# 1 2
# 4 3
# 0 5
# or
# 3 2
# 5 4
# 0 1
# fmt: off
groups = [
1, 2, 3,
1, 3, 4,
1, 4, 5,
1, 5, 0,
]
# fmt: on
self._vertex_list = self._program.vertex_list_indexed(
self._num_verts,
self._draw_mode,
groups,
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self._batch, # pyright: ignore reportArgumentType
self._group, # pyright: ignore reportArgumentType
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position=("f", self._get_vertices()),
colors=("Bn", self._rgba * self._num_verts),
translation=("f", (self._x, self._y) * self._num_verts),
)
@property
def thick1(self) -> float:
return self._thick1
@property
def thick2(self) -> float:
return self.thick2
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@property
def thickness(self) -> float:
return self._thick1
@thickness.setter
def thickness(self, value: float):
self._thick1 = value
self._thick2 = value
self._update_vertices()
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@property
def width(self) -> float:
return self._width
@property
def height(self) -> float:
return self.height
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@property
def clockwise(self) -> bool:
return self._clockwise
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@thick1.setter
def thick1(self, value: float):
self._thick1 = value
self._update_vertices()
@thick2.setter
def thick2(self, value: float):
self._thick2 = value
self._update_vertices()
@width.setter
def width(self, value: float):
self._width = value
self._update_vertices()
@height.setter
def height(self, value: float):
self._height = value
self._update_vertices()
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@clockwise.setter
def clockwise(self, value: bool):
self._clockwise = bool(value)
self._update_vertices()
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class WikiButton(WidgetBase):
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# 背景的颜色
backgroud_color = (0, 0, 0, 255)
# 内部填充的颜色
inner_normal = (72, 73, 74, 255)
inner_press = (49, 50, 51, 255)
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# 左上角的普通状态下颜色
upper_normal = (109, 109, 110, 255)
upper_press = (90, 91, 92, 255)
# 右下角的
down_normal = (90, 91, 92, 255)
down_press = (70, 71, 71, 255)
# 左下角方块
corner_normal = (124, 124, 125, 255)
corner_press = (106, 107, 108, 255)
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# 下巴的颜色
down_pad_color = (49, 50, 51, 255)
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def __init__(
self, x: int, y: int, width: int, height: int, batch: Batch, group: Group
) -> None:
super().__init__(x, y, width, height)
self.enabled = False
pad = 2
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down_pad = 5
self.pad = pad
self.down_pad = down_pad
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# 覆盖式
self.main_batch = batch or Batch()
self.main_group = group or Group()
# 背景的黑框
self.background_group = Group(order=10, parent=self.main_group)
# 左上右下两组
self.border_group = Group(order=20, parent=self.main_group)
# 左下右上两个小方块
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self.corner_group = Group(order=30, parent=self.main_group)
# 内部填充
self.inner_group = Group(order=40, parent=self.main_group)
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self.backgroud = Rectangle(
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x=self.x,
y=self.y,
width=width,
height=height,
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color=self.backgroud_color,
batch=self.main_batch,
group=self.background_group
)
self.upper_border = 拐角(
x=self.x + pad,
y=self.y + pad + down_pad,
width=width - (pad * 2),
height=height - (pad * 2) - down_pad,
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thick1=pad,
thick2=pad,
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color=self.upper_normal,
batch=self.main_batch,
group=self.border_group
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)
self.down_border = 拐角(
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x=self.x + pad,
y=self.y + pad + down_pad,
width=width - (pad * 2),
height=height - (pad * 2) - down_pad,
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thick1=pad,
thick2=pad,
clockwise=False,
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color=self.down_normal,
batch=self.main_batch,
group=self.border_group
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)
self.left_down = Rectangle(
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x=self.x + pad,
y=self.y + pad + down_pad,
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width=pad,
height=pad,
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color=self.corner_normal,
batch=self.main_batch,
group=self.corner_group
)
self.right_up = Rectangle(
x=self.x + self.width - (pad * 2),
y=self.y + self.height - (pad * 2),
width=pad,
height=pad,
color=self.corner_normal,
batch=self.main_batch,
group=self.corner_group
)
self.inner_fill = Rectangle(
x=self.x + pad + pad,
y=self.y + pad + pad + down_pad,
width=self.width - (pad * 4),
height=self.height - (pad * 4) - down_pad,
color=self.inner_normal,
batch=self.main_batch,
group=self.inner_group
)
self.down_fill = Rectangle(
x=self.x + pad,
y=self.y + pad,
width=width - (pad * 2),
height=down_pad,
color=self.down_pad_color,
batch=self.main_batch,
group=self.border_group
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)
def __contains__(self, pos: tuple[float, float]) -> bool:
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return self._check_hit()
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def on_mouse_press(self, x: int, y: int, buttons: int, modifiers: int) -> None:
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if (x, y) in self:
...
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class BaseButtonTheme:
"""
按钮的风格
"""
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name = "BaseButtonTheme"
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def __init__(
self, x: int, y: int, width: int, height: int, batch: Batch, group: Group
):
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self.batch = batch
self.group = group
self.x = x
self.y = y
self.width = width
self.height = height
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self.enable = False
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def on_enable(self, x: int, y: int, button):
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"""
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当按钮被启用的时候
:param x:
:param y:
:param button:
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:return:
"""
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def on_disable(self, button):
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"""
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当按钮被禁用的时候
:param button:
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:return:
"""
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def on_update(self, button) -> None:
"""
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当按钮被更新的时候
:param button:
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: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,
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theme: Optional[dict] = None,
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):
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super().__init__(x, y, width, height, batch, group)
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self.enable = False
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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if theme is None:
theme = {}
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pop_out = theme.get("pop_out", False)
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if pop_out:
# 主背景
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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),
)
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# 左上方向的覆盖
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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),
)
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# 右下方向的覆盖
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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),
)
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else:
# 主背景
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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),
)
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# 左上方向的覆盖
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self.cover_back = 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=2, parent=group),
)
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# 右下方向的覆盖
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self.cover_back2 = 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=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,
border=pad,
border_color=(0, 0, 0, 255),
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
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self.drag_list = theme.get("drag_list", False)
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def on_enable(self, x: int, y: int, button):
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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
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self.cover_back.color = self.touch_a
self.cover_back2.color = self.touch_b
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if self.drag_list:
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button.text_label.y = (
self.y
+ (self.height - button.font_height) // 2
+ (button.font_height * 0.2)
+ (self.list_pad // 2)
)
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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)
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else:
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button.text_label.y = (
self.y
+ (self.height - button.font_height) // 2
+ (button.font_height * 0.2)
+ self.list_pad
)
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self.enable = True
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def on_disable(self, button) -> None:
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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
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self.cover_back.color = self.a
self.cover_back2.color = self.b
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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
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button.text_label.y = (
self.y
+ (self.height - button.font_height) // 2
+ (button.font_height * 0.2)
+ self.list_pad
)
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self.enable = False
def on_update(self, button) -> None:
super().on_update(button)
self.list_back.x = self.x
self.list_back.y = self.y
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if self.enable and self.drag_list:
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button.text_label.y = (
self.y
+ (self.height - button.font_height) // 2
+ (button.font_height * 0.2)
+ self.list_pad // 2
)
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self.back_ground.x = self.x + (self.pad * 2)
self.back_ground.y = self.y + (self.pad * 2)
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self.back_ground.position = self.x + (self.pad * 2), self.y + (self.pad * 2)
self.back_ground.height = self.height - (self.pad * 4)
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self.cover_back.x = self.x + self.pad
self.cover_back.y = self.y + self.pad
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self.cover_back.position = self.x + self.pad, self.y + self.pad
self.cover_back.height = self.height - (self.pad * 2)
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self.cover_back2.x = self.x + self.pad
self.cover_back2.y = self.y + self.pad
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self.cover_back2.position = self.x + self.pad, self.y + self.pad
self.cover_back2.height = self.height - (self.pad * 3)
else:
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button.text_label.y = (
self.y
+ (self.height - button.font_height) // 2
+ (button.font_height * 0.2)
+ self.list_pad
)
self.back_ground.position = (
self.x + (self.pad * 2),
self.y + (self.pad * 2) + self.list_pad,
)
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self.back_ground.height = self.height - (self.pad * 4) - self.list_pad
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self.cover_back.position = (
self.x + self.pad,
self.y + self.pad + self.list_pad,
)
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self.cover_back.height = self.height - (self.pad * 2) - self.list_pad
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self.cover_back2.position = (
self.x + self.pad,
self.y + self.pad + self.list_pad,
)
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self.cover_back2.height = self.height - (self.pad * 3) - self.list_pad
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self.back_ground.position = (
self.x + (self.pad * 2),
self.y + (self.pad * 2) + self.list_pad,
)
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self.back_ground.height = self.height - (self.pad * 4) - 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__(
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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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dict_theme: Optional[dict] = 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()
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if dict_theme is None:
dict_theme = {}
self.dict_theme = dict_theme
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.draw_theme.on_update(self)
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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 x(self) -> int:
return self._x
@x.setter
def x(self, value: int) -> None:
self._x = value
self.text_label.x = value
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if self.draw_theme:
assert isinstance(self.draw_theme, BaseButtonTheme)
self.draw_theme.x = value
self.draw_theme.on_update(self)
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@property
def y(self) -> int:
return self._y
@y.setter
def y(self, value: int) -> None:
self._y = value
self.text_label.y = value + 4
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if self.draw_theme:
assert isinstance(self.draw_theme, BaseButtonTheme)
self.draw_theme.y = value
self.draw_theme.on_update(self)
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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)
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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:
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assert isinstance(self.draw_theme, BaseButtonTheme)
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self.draw_theme.on_disable(self)
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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:
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assert isinstance(self.draw_theme, BaseButtonTheme)
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self.draw_theme.on_enable(x, y, self)
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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:
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assert isinstance(self.draw_theme, BaseButtonTheme)
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self.draw_theme.on_disable(self)
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else:
self.back_rec.color = self.untouched_color
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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:
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assert isinstance(self.draw_theme, BaseButtonTheme)
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self.draw_theme.on_disable(self)
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else:
self.back_rec.color = self.touched_color
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self.pressed = False
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self.dispatch_event("on_release", self, x, y)
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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")