Difficult-Rocket/Difficult_Rocket/gui/widget/button.py
2024-08-04 01:51:50 +08:00

911 lines
28 KiB
Python

# -------------------------------
# Difficult Rocket
# Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com
# All rights reserved
# -------------------------------
# ruff: noqa: E241, E261
from __future__ import annotations
import math
from typing import Optional, Tuple, Type, Sequence
from dataclasses import dataclass
from enum import Enum
# from libs import pyglet
import pyglet
from pyglet.gl import GL_ONE_MINUS_SRC_ALPHA, GL_SRC_ALPHA
from pyglet.graphics.shader import ShaderProgram
from pyglet.text import Label
from pyglet.gui import widgets
from pyglet.window import mouse
from pyglet.shapes import Rectangle, BorderedRectangle, ShapeBase, _rotate_point
from pyglet.gui.widgets import WidgetBase
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]
@dataclass
class OreuiShapeColors:
# 这里都是 未按下的颜色
# 外面一圈高光
highlight: RGBA = (255, 255, 255, 255)
# 边框
border: RGBA = (0, 0, 0, 255)
# 下巴
down_pad: RGBA = (49, 50, 51, 255)
# 左下角和右上角的重叠点
corner: RGBA = (124, 124, 125, 255)
# 左上拐角
left_up: RGBA = (109, 109, 110, 255)
# 右下拐角
right_down: RGBA = (90, 91, 92, 255)
# 内部填充
inner: RGBA = (72, 73, 74, 255)
def __eq__(self, other: object) -> bool:
return (
self.__class__ == other.__class__
and self.highlight == other.highlight
and self.border == other.border
and self.down_pad == other.down_pad
and self.corner == other.corner
and self.left_up == other.left_up
and self.right_down == other.right_down
and self.inner == other.inner
)
class OreuiButtonStyles(Enum):
wiki_normal = OreuiShapeColors()
wiki_press = OreuiShapeColors(
corner=(106, 107, 108, 255),
down_pad=(35, 35, 36, 255),
left_up=(90, 91, 92, 255),
right_down=(70, 71, 71, 255),
inner=(49, 50, 51, 255),
)
game1_normal = OreuiShapeColors(
border=(30, 30, 31, 255),
corner=(253, 253, 254, 255),
down_pad=(88, 88, 90, 255),
left_up=(251, 251, 253, 255),
right_down=(248, 250, 251, 255),
inner=(244, 246, 249, 255),
)
game1_select = OreuiShapeColors(
border=(30, 30, 31, 255),
corner=(244, 244, 245, 255),
down_pad=(88, 88, 90, 255),
left_up=(236, 237, 238, 255),
right_down=(227, 227, 229, 255),
inner=(208, 209, 212, 255),
)
game1_press = OreuiShapeColors(
border=(30, 30, 31, 255),
corner=(236, 236, 237, 255),
down_pad=(110, 111, 114, 255),
left_up=(224, 224, 225, 255),
right_down=(208, 209, 211, 255),
inner=(177, 178, 181, 255),
)
game2_normal = OreuiShapeColors(
border=(30, 30, 31, 255),
corner=(131, 190, 109, 255),
down_pad=(29, 77, 19, 255),
left_up=(1117, 183, 93, 255),
right_down=(99, 174, 73, 255),
inner=(82, 165, 53, 255),
)
game2_select = OreuiShapeColors(
border=(30, 30, 31, 255),
corner=(114, 167, 99, 255),
down_pad=(29, 77, 19, 255),
left_up=(99, 157, 82, 255),
right_down=(79, 145, 60, 255),
inner=(60, 133, 39, 255),
)
game2_press = OreuiShapeColors(
border=(30, 30, 31, 255),
corner=(102, 143, 91, 255),
down_pad=(14, 77, 3, 255),
left_up=(85, 131, 73, 255),
right_down=(63, 115, 50, 255),
inner=(42, 100, 28, 255),
)
@dataclass
class OreuiButtonStatus:
popout: bool = False
highlight: bool = False
pad: float = 2
down_pad: float = 5
colors: OreuiShapeColors = OreuiShapeColors()
def __eq__(self, value: object) -> bool:
return (
self.__class__ == value.__class__
and self.popout == value.popout
and self.highlight == value.highlight
and self.pad == value.pad
and self.down_pad == value.down_pad
and self.colors == value.colors
)
@property
def pad2x(self) -> float:
return self.pad * 2
@pad2x.setter
def pad2x(self, value: float) -> None:
self.pad = value / 2
def real_down_pad(self) -> float:
return self.down_pad if self.popout else 0.0
class OreuiButtonShape(ShapeBase):
def __init__(
self,
x: float,
y: float,
width: float,
height: float,
pad: float = 2,
down_pad: float = 5.0,
pop_out: bool = True,
highlight: bool = False,
colors: OreuiShapeColors | None = None,
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,
):
self._x = x
self._y = y
self._width = width
self._height = height
self._pad = pad
self._down_pad = down_pad
self._pop_out = pop_out
self._highlight = highlight
self._colors = colors or OreuiButtonStyles.wiki_normal.value
vertex = 32
if pop_out:
vertex += 4
super().__init__(vertex, blend_src, blend_dest, batch, group, program)
@property
def pop_out(self) -> bool:
return self._pop_out
@property
def pad(self) -> float:
return self._pad
@property
def down_pad(self) -> float:
return self._down_pad
@property
def color(self) -> OreuiShapeColors:
return self._colors
@property
def colors(self) -> OreuiShapeColors:
return self._colors
@property
def highlight(self) -> bool:
return self._highlight
@pop_out.setter
def pop_out(self, value: bool) -> None:
self._pop_out = value
self._create_vertex_list()
@pad.setter
def pad(self, value: float) -> None:
self._pad = value
self._update_vertices()
@down_pad.setter
def down_pad(self, value: float) -> None:
self._down_pad = value
self._update_vertices()
@color.setter
def color(self, value: OreuiShapeColors) -> None:
self._colors = value
self._update_color()
@colors.setter
def colors(self, value: OreuiShapeColors) -> None:
self._colors = value
self._update_color()
@highlight.setter
def highlight(self, value: bool) -> None:
self._highlight = value
self._create_vertex_list()
def update_with_status(self, status: OreuiButtonStatus):
assert isinstance(status, OreuiButtonStatus)
update_vertex = False
if status.popout != self._pop_out:
self._pop_out = status.popout
update_vertex = True
if status.highlight != self._highlight:
self._highlight = status.highlight
update_vertex = True
if status.pad != self._pad:
self._pad = status.pad
update_vertex = True
if status.down_pad != self._down_pad:
self._down_pad = status.down_pad
update_vertex = True
if status.colors != self._colors:
self.colors = status.colors
if update_vertex:
self._create_vertex_list()
def _update_color(self) -> None:
if self._pop_out:
colors = (
self._colors.border * 4
+ self._colors.down_pad * 4
+ self._colors.corner * 8
+ self._colors.right_down * 6
+ self._colors.left_up * 6
+ self._colors.inner * 4
+ self._colors.highlight * 4
)
else:
colors = (
self._colors.border * 4
+ self._colors.corner * 8
+ self._colors.right_down * 6
+ self._colors.left_up * 6
+ self._colors.inner * 4
+ self._colors.highlight * 4
)
self._vertex_list.colors[:] = colors
def __contains__(self, point: tuple[float, float]) -> bool:
assert len(point) == 2
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
def _get_vertices(self) -> Sequence[float]:
if not self._visible:
return (0, 0) * self._num_verts
left = -self._anchor_x
right = left + self._width
bottom = -self.anchor_y
top = bottom + self._height
pad = self._pad
down_pad = self._down_pad
in_left = left + pad
i_right = right - pad
in_bottom = bottom + pad
inner_top = top - pad
"""
pop out ( 默认的弹出状态 )
20 顶点 (还有外面一圈高光)
3 2
18 15 14
19 16 17
11 10 13
7 9 6
4 5
0 1
unpop
16 顶点
3 2
7 15 6
13 12 14
10 9 11
4 8 5
0 1
"""
# fmt: off
out_border = [
left, bottom, # 0
right, bottom, # 1
right, top, # 2
left, top, # 3
]
if self._highlight:
highlight = [
left - pad, bottom - pad, # max+1
right + pad, bottom - pad, # max+2
right + pad, top + pad, # max+3
left - pad, top + pad, # max+4
]
else:
highlight = [0, 0, 0, 0, 0, 0, 0, 0]
if self._pop_out:
down_top = in_bottom + down_pad
# 底下那个下巴
down_part = [
in_left, in_bottom, # 4
i_right, in_bottom, # 5
i_right, down_top, # 6
in_left, down_top, # 7
]
# 左下角的小方块
left_down = [
in_left, down_top, # 8
in_left + pad, down_top, # 9
in_left + pad, down_top + pad, # 10
in_left, down_top + pad, # 11
]
# 右上角的小方块
right_up = [
i_right - pad, inner_top - pad, # 12
i_right, inner_top - pad, # 13
i_right, inner_top, # 14
i_right - pad, inner_top, # 15
]
# 左上的拐弯条
# 1 2
# 4 3
# 0 5
left_up = [
in_left, down_top + pad, # 16
in_left, inner_top, # 17
i_right - pad, inner_top, # 18
i_right - pad, inner_top - pad, # 19
in_left + pad, inner_top - pad, # 20
in_left + pad, down_top + pad, # 21
]
# 右下的拐弯条
# 3 2
# 5 4
# 0 1
right_down = [
in_left + pad, down_top, # 22
i_right, down_top, # 23
i_right, inner_top - pad, # 24
i_right - pad, inner_top - pad, # 25
i_right - pad, down_top + pad, # 26
in_left + pad, down_top + pad, # 27
]
# 中间的方块
inner_box = [
in_left + pad, down_top + pad, # 28
i_right - pad, down_top + pad, # 29
i_right - pad, inner_top - pad, # 30
in_left + pad, inner_top - pad, # 31
]
return (out_border +
down_part +
left_down + right_up +
left_up + right_down +
inner_box +
highlight)
else:
# 左下角的小方块
left_down = [
in_left, in_bottom, # 4
in_left + pad, in_bottom, # 5
in_left + pad, in_bottom + pad, # 6
in_left, in_bottom + pad, # 7
]
# 右上角的小方块
right_up = [
i_right - pad, inner_top - pad, # 8
i_right, inner_top - pad, # 9
i_right, inner_top, # 10
i_right - pad, inner_top, # 11
]
# 左上的拐弯条
# 1 2
# 4 3
# 0 5
left_up = [
in_left, in_bottom + pad, # 12
in_left, inner_top, # 13
i_right - pad, inner_top, # 14
i_right - pad, inner_top - pad, # 15
in_left + pad, inner_top - pad, # 16
in_left + pad, in_bottom + pad, # 17
]
# 右下的拐弯条
# 3 2
# 5 4
# 0 1
right_down = [
in_left + pad, in_bottom, # 18
i_right, in_bottom, # 19
i_right, inner_top - pad, # 20
i_right - pad, inner_top - pad, # 21
i_right - pad, in_bottom + pad, # 22
in_left + pad, in_bottom + pad, # 23
]
# 中间的方块
inner_box = [
in_left + pad, in_bottom + pad, # 24
i_right - pad, in_bottom + pad, # 25
i_right - pad, inner_top - pad, # 26
in_left + pad, inner_top - pad, # 27
]
return (out_border +
left_down + right_up +
left_up + right_down +
inner_box +
highlight)
# fmt: on
def _create_vertex_list(self) -> None:
if self._vertex_list:
self._vertex_list.delete()
colors = self._colors.border * 4
# fmt: off
indices = [
0, 1, 2, # 最基本的两个三角形
0, 2, 3, # 用来画黑色边框
]
if self._pop_out:
indices += [4, 5, 6, 4, 6, 7] # 下巴
indices += [8, 9, 10, 8, 10, 11] # 左下角
indices += [12, 13, 14, 12, 14, 15] # 右上角
indices += [16, 17, 20, 16, 20, 21,
18, 19, 20, 18, 17, 20] # 左上拐弯
indices += [22, 23, 26, 22, 26, 27,
23, 24, 26, 24, 25, 26] # 右下拐弯
indices += [28, 29, 30, 28, 30, 31] # 中间的方块
if self._highlight:
indices = [32, 33, 34, 32, 34, 35] + indices # 高光
colors += (
self._colors.down_pad * 4
+ self._colors.corner * 8
+ self._colors.right_down * 6
+ self._colors.left_up * 6
+ self._colors.inner * 4
+ self._colors.highlight * 4
)
self._num_verts = 36
else:
indices += [4, 5, 6, 4, 6, 7] # 左下角
indices += [8, 9, 10, 8, 10, 11] # 右上角
indices += [12, 16, 17, 12, 13, 16,
14, 15, 16, 14, 13, 16] # 左上拐弯
indices += [18, 22, 23, 18, 19, 22,
20, 21, 22, 20, 19, 22] # 右下拐弯
indices += [24, 25, 26, 24, 26, 27]
if self._highlight:
indices = [28, 29, 30, 28, 30, 31] + indices # 高光
colors += (
self._colors.corner * 8
+ self._colors.right_down * 6
+ self._colors.left_up * 6
+ self._colors.inner * 4
+ self._colors.highlight * 4
)
self._num_verts = 32
# fmt: on
self._vertex_list = self._program.vertex_list_indexed(
self._num_verts,
self._draw_mode,
indices,
self._batch,
self._group,
position=("f", self._get_vertices()),
colors=("Bn", colors),
translation=("f", (self._x, self._y) * self._num_verts),
)
def _update_vertices(self) -> None:
self._vertex_list.position[:] = self._get_vertices()
class 拐角(ShapeBase):
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,
x3, y2,
x1, y2
])
# fmt: on
def _update_color(self) -> None:
self._vertex_list.colors[:] = self._rgba * self._num_verts
def _update_vertices(self) -> None:
self._vertex_list.position[:] = self._get_vertices() # pyright: ignore reportAttributeAccessIssue
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,
self._batch, # pyright: ignore reportArgumentType
self._group, # pyright: ignore reportArgumentType
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
@property
def thickness(self) -> float:
return self._thick1
@thickness.setter
def thickness(self, value: float):
self._thick1 = value
self._thick2 = value
self._update_vertices()
@property
def width(self) -> float:
return self._width
@property
def height(self) -> float:
return self.height
@property
def clockwise(self) -> bool:
return self._clockwise
@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()
@clockwise.setter
def clockwise(self, value: bool):
self._clockwise = bool(value)
self._update_vertices()
class OreuiButton(WidgetBase):
def __init__(
self,
x: int,
y: int,
width: int,
height: int,
text: str = "",
normal: OreuiButtonStatus | None = None,
select: OreuiButtonStatus | None = None,
press: OreuiButtonStatus | None = None,
toggle_mode: bool = True,
auto_release: bool = True,
batch: Batch | None = None,
group: Group | None = None,
) -> None:
"""
:param x: x 坐标
:param y: y 坐标
:param width: 宽度
:param height: 高度
:param text: 按钮上的文字
:param normal: 正常状态
:param select: 选中状态
:param press: 按下状态
:param toggle_mode: 是否为切换模式
:param auto_release: 是否自动释放(如果你只是用来显示一个状态, 那就改成 False)
:param batch: Batch
:param group: Group
"""
super().__init__(x, y, width, height)
self._visible = True
self._pressed = False
self._selected = False
self._auto_release = auto_release
self.toggle_mode = toggle_mode
self.main_batch = batch or Batch()
self.main_group = group or Group()
self._normal_status = normal or OreuiButtonStatus(popout=True)
self._select_status = select or OreuiButtonStatus(highlight=True, popout=True)
self._press_status = press or OreuiButtonStatus(popout=False, highlight=True)
self._shape = OreuiButtonShape(
x=self._x,
y=self._y,
width=self._width,
height=self._height,
pop_out=self.current_status.popout,
highlight=self.current_status.highlight,
colors=self.current_status.colors,
batch=self.main_batch,
group=self.main_group,
)
self._text = text
self._label = Label(
text=text,
x=round(x + self._width / 2),
y=self._y + self.current_status.pad2x + self.current_status.real_down_pad(),
width=width,
height=height
+ 3
- self.current_status.pad2x * 2
- self.current_status.real_down_pad(),
anchor_x="center",
anchor_y="bottom",
font_size=12,
batch=self.main_batch,
group=self.main_group,
)
@property
def visible(self) -> bool:
return self._visible
@visible.setter
def visible(self, value: bool) -> None:
self._visible = value
self._shape.visible = value
@property
def current_status(self) -> OreuiButtonStatus:
if self._pressed:
return self._press_status
if self._selected:
return self._select_status
return self._normal_status
@current_status.setter
def current_status(self, value: OreuiButtonStatus) -> None:
self._shape.update_with_status(value)
# 然后替换对应的状态
if self._pressed:
self._press_status = value
elif self._selected:
self._select_status = value
else:
self._normal_status = value
@property
def value(self) -> str:
return self._text
@value.setter
def value(self, value: str) -> None:
self._text = value
self._label.text = value
@property
def label(self) -> Label:
return self._label
@property
def shape(self) -> OreuiButtonShape:
return self._shape
@property
def width(self) -> int:
return self._width
@width.setter
def width(self, value: int) -> None:
self._width = value
self._shape.width = value
self._label.width = value
@property
def height(self) -> int:
return self._height
@height.setter
def height(self, value: int) -> None:
self._height = value
self._shape.height = (
value
+ 3
- self.current_status.pad2x * 2
- self.current_status.real_down_pad()
)
self._label.height = value
def _update_label_position(self) -> None:
self._label.position = (
round(self._x + self._width / 2),
self._y + self.current_status.pad2x + self.current_status.real_down_pad(),
0,
)
def _update_position(self) -> None:
self._shape.position = (self._x, self._y)
self._update_label_position()
def _update_shape_status(self, status: OreuiButtonStatus) -> None:
current_pop_out = self._shape._pop_out
self._shape.update_with_status(status)
if current_pop_out != self._shape._pop_out:
self._update_label_position()
def __contains__(self, pos: tuple[float, float]) -> bool:
return self._check_hit(pos[0], pos[1])
def on_mouse_motion(self, x: int, y: int, dx: int, dy: int) -> None:
if not self._enabled or self._pressed:
return
if (x, y) in self:
if not self._selected: # 没抬手/没选中
self._selected = True
self._update_shape_status(self._select_status)
self.dispatch_event("on_select", x, y)
elif self._selected:
self._selected = False
self._update_shape_status(self._normal_status)
self.dispatch_event("on_deselect", x, y)
def on_mouse_leave(self, x: int, y: int) -> None:
if not self._enabled or self._pressed:
return
if self._selected:
# 没抬手, 但是鼠标跑了
self._selected = False
if not self.toggle_mode and self._auto_release:
self._update_shape_status(self._normal_status)
self.dispatch_event("on_release", x, y)
def on_mouse_press(self, x: int, y: int, buttons: int, modifiers: int) -> None:
if not self._enabled:
return
if (x, y) in self:
if self.toggle_mode:
self._pressed = not self._pressed
self._selected = True # 顺便用来标记有没有抬手
if self._pressed:
self._update_shape_status(self._press_status)
self.dispatch_event("on_press", x, y, buttons, modifiers)
else:
self._update_shape_status(self._select_status)
self.dispatch_event("on_release", x, y)
self.dispatch_event("on_toggle", x, y, buttons, modifiers)
else:
self._pressed = True
self._selected = True # 顺便用来标记有没有抬手
self._update_shape_status(self._press_status)
self.dispatch_event("on_press", x, y, buttons, modifiers)
def on_mouse_release(self, x: int, y: int, buttons: int, modifiers: int) -> None:
if not self._enabled:
return
if self._pressed:
self._selected = False # 抬手了
if not self.toggle_mode and self._auto_release:
# 非切换模式, 自动释放
self._pressed = False
if (x, y) in self:
self._update_shape_status(self._select_status)
else:
self._update_shape_status(self._normal_status)
self.dispatch_event("on_release", x, y)
OreuiButton.register_event_type("on_press")
OreuiButton.register_event_type("on_release")
OreuiButton.register_event_type("on_toggle")
OreuiButton.register_event_type("on_select")
OreuiButton.register_event_type("on_deselect")