# ------------------------------- # Difficult Rocket # Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com # All rights reserved # ------------------------------- from typing import Optional, Tuple # from libs import pyglet import pyglet from pyglet.text import Label from pyglet.gui import widgets from pyglet.window import mouse # from pyglet.sprite import Sprite from pyglet.shapes import Rectangle, BorderedRectangle # from pyglet.image import AbstractImage from pyglet.graphics import Batch, Group from Difficult_Rocket.api.types import Options, FontData # from Difficult_Rocket import DR_status RGBA = Tuple[int, int, int, int] 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: """ class MinecraftWikiButtonTheme(BaseButtonTheme): """ 直接绘制按钮的风格 """ name = "MinecraftWikiButtonTheme" 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 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 list_pad = 4 # 下巴 4px # 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)) # 下巴的框 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)) 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 self.base_x = x self.base_y = y 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: """ self.back_ground.color = self.touch_a self.cover_back.color = self.touch_b self.cover_back2.color = self.touch_c self.back_ground.y = self.base_y + (self.pad * 2) self.back_ground.height = self.height - (self.pad * 4) self.cover_back.y = self.base_y + self.pad self.cover_back.height = self.height - (self.pad * 2) self.cover_back2.y = self.base_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: """ self.back_ground.color = self.a self.cover_back.color = self.b self.cover_back2.color = self.c self.back_ground.y = self.base_y + (self.pad * 2) + self.list_pad self.back_ground.height = self.height - (self.pad * 4) - self.list_pad self.cover_back.y = self.base_y + self.pad + self.list_pad self.cover_back.height = self.height - (self.pad * 2) - self.list_pad self.cover_back2.y = self.base_y + self.pad + self.list_pad self.cover_back2.height = self.height - (self.pad * 3) - self.list_pad class ButtonThemeOptions(Options): """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() class PressTextButton(widgets.WidgetBase): """ 自带 字符 + 材质 的按钮,就不用单独做材质了 """ 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, draw_theme: Optional[type(BaseButtonTheme)] = None, ): 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) 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 # from ImGui self.text = text 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, y=self._y + 4, 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, ) self.font_height = self.font.ascent - self.font.descent 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, ) self.value = text # 重新分配一下高度和宽度的位置 @property def value(self): return self.text @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 self.text_label.y = ( self._y + (self.height - self.font_height) // 2 + (self.font_height * 0.2) + 4 ) # 修正一下位置 @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 def on_draw(self): if not self.user_batch: self.main_batch.draw() def on_mouse_motion(self, x, y, dx, dy): if (x, y) in self: if self.draw_theme: ... else: self.back_rec.color = self.touched_color else: self.pressed = False if self.draw_theme: self.draw_theme.on_move_away() self.draw_theme.on_release() else: self.back_rec.color = self.untouched_color def on_mouse_press(self, x, y, buttons, modifiers) -> bool: 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) return False def on_mouse_release(self, x, y, buttons, modifiers): if self.pressed and (x, y) in self: if self.draw_theme: self.draw_theme.on_release() else: self.back_rec.color = self.touched_color self.pressed = False def _update_position(self): self.text_label.position = self._x, self._y, 0 self.back_rec.position = self._x, self._y self.back_rec.width = self._width self.back_rec.height = self._height PressTextButton.register_event_type("on_press") PressTextButton.register_event_type("on_release")