Beispiel #1
0
    def __init__(self, turn, **kwargs):
        super().__init__(resources.load_image('WindowBorder.png'), (70, 70),
                         layout_height=gui.LayoutParams.FILL_PARENT,
                         layout_width=270,
                         layout_gravity=gui.Gravity.RIGHT,
                         gravity=Gravity.TOPLEFT,
                         padding=30,
                         **kwargs)

        font = f.MEDIEVAL18
        self.endturn_btn = gui.Button(_("End Turn"),
                                      font,
                                      layout_gravity=Gravity.BOTTOMRIGHT,
                                      callback=lambda *_: turn.end_turn())
        self.turn_label = gui.Label(_("{team} turn"), font)
        self.terrain_label = gui.Label(
            f'Terrain: {{0}}\n{_("Def")}: {{1}}\n{_("Avoid")}: {{2}}\n{_("Allowed")}: {{3}}',
            font)
        self.unit_label = gui.Label(
            'Unit: {0}\nHealth: {1}\nCan move on: {2}\nWeapon: {3}', font)
        self.coord_label = gui.Label('X: {0} Y: {1}',
                                     font,
                                     layout_gravity=Gravity.BOTTOM)
        self.clock = gui.Clock(font, layout_gravity=Gravity.BOTTOM)

        self.add_children(self.turn_label, self.terrain_label, self.unit_label,
                          self.coord_label, self.clock)

        if isinstance(turn, game.PlayerTurn):
            self.add_child(self.endturn_btn)
    def _create_pc_frame(self, n):
        frame = gui.Frame(parent=self.root_right,
                          frame_color=(0.8, 0.8, 0.8, 0.5),
                          frame_size=(-0.4, 0.4, -0.075, 0.075),
                          pos=(-0.45 - 0.05 * n, 0, -0.55 - 0.175 * n))

        frame.label = gui.Label(parent=frame,
                                text='',
                                text_scale=(0.04, 0.04),
                                text_align=p3d.TextNode.ALeft,
                                frame_color=(0, 0, 0, 0),
                                pos=(-0.375, 0, 0.04))

        frame.hpbar = gui.WaitBar(
            parent=frame,
            value=100,
            text='0/0',
            text_scale=(0.025, 0.025),
            text_pos=(0, -0.01),
            text_fg=(1, 1, 1, 1),
            text_shadow=(0, 0, 0, 0.8),
            frame_color=(0, 0, 0, 1),
            frame_size=(-0.35, 0.35, -0.015, 0.015),
        )

        frame.attacklabel = gui.Label(
            parent=frame,
            text='',
            text_scale=(0.03, 0.03),
            text_align=p3d.TextNode.ALeft,
            pos=(-0.375, 0, -0.05),
        )

        return frame
Beispiel #3
0
    def update_games_list_gui(self):
        self.gui_container.empty()

        y = 50

        for ip, infos in self.games_list.items():
            game_name_label = gui.Label(
                font=self.normal_font,
                text=infos['name'],
                on_click=self.on_server_click,
                data={'ip': ip, **infos}
            )

            game_name_label.rect.left = 10
            game_name_label.rect.top = y

            self.gui_container.add(game_name_label)

            game_ip_label = gui.Label(
                font=self.normal_font,
                text='{}{}'.format(ip, ' (' + infos['country'] + ')' if 'country' in infos and infos['country'] else ''),
                on_click=self.on_server_click,
                data={'ip': ip, **infos}
            )

            game_ip_label.rect.right = settings.WINDOW_SIZE[0] - 10
            game_ip_label.rect.top = y

            self.gui_container.add(game_ip_label)

            y += 50
 def update():
     """update with new text"""
     help_labels.empty()
     y = 100
     help_labels.add(gui.Label(100, 10, parts[current_part][0], 30))
     for t in parts[current_part][2:]:
         help_labels.add(gui.Label(10, y, t, 20))
         y += 20
 def __init__(self, unit: Unit, vector, on_animation_finished, **kwargs):
     super().__init__(padding=100, **kwargs)
     self.unit = unit
     self.animation = AttackAnimation(
         gui.Image(unit.image, die_when_done=False, bg_color=c.MENU_BG),
         vector, on_animation_finished)
     self.name = gui.Label(unit.name, f.MAIN, txt_color=unit.team.color)
     self.life = gui.LifeBar(points=unit.health_max, value=unit.health)
     self.stats = gui.Label(str(unit), f.SMALL)
     self.add_children(self.animation, self.name, self.life, self.stats)
Beispiel #6
0
    def __init__(self):
        ''' Draws the Facilities panel
        '''
        self.update_flag = True
        myfont1 = pygame.font.Font(
            "font.ttf",
            threades.resize_pt(20))  # For model.resources name and their value
        self.name_labels = []
        self.labelstyle1 = gui.defaultLabelStyle.copy()
        self.labelstyle1['border-width'] = 0
        self.labelstyle1['wordwrap'] = False
        self.labelstyle1['autosize'] = False
        self.labelstyle1['font'] = myfont1
        self.labelstyle1['font-color'] = self.font_color
        #self.labelstyle1['bg-color'] = self.font_bg_color

        self.list_titles = model.text_file.facilities_list
        self.list_names = [model.text_file.num_text[0] + ': ']
        self.list_values1 = (model.House.get_number(),
                             model.School.get_number(),
                             model.Hospital.get_number(),
                             model.Workshop.get_number(),
                             model.Farm.get_number(),
                             model.Fountain.get_number())
        self.list_values2 = (model.House.get_level(), model.School.get_level(),
                             model.Hospital.get_level(),
                             model.Workshop.get_level(),
                             model.Farm.get_level(),
                             model.Fountain.get_level())
        self.value_labels = []
        for i in range(6):
            label = gui.Label(position=threades.resize_pos((950, 50 + 55 * i)),
                              size=threades.resize_pos((300, 30)),
                              parent=threades.desktop,
                              text=self.list_titles[i],
                              style=self.labelstyle1)
            self.name_labels.append(label)
            label = gui.Label(position=threades.resize_pos((950, 75 + 55 * i)),
                              size=threades.resize_pos((300, 30)),
                              parent=threades.desktop,
                              text=self.list_names[0] +
                              str(int(self.list_values1[i])) +
                              model.text_file.level_text[0] + ':' +
                              str(int(self.list_values2[i])),
                              style=self.labelstyle1)
            self.name_labels.append(label)
            label.surf.set_alpha(200)
            self.value_labels.append(label)
Beispiel #7
0
    def createSettingsSprites(self):
        label = gui.Label(self)
        label.set_fontSize(50)
        label.set_text("SETTINGS")
        label.set_size((200, 70))
        label.set_center((400, 100))
        label.set_backgroundImg(label.COLOR, (255, 255, 255))
        label.set_aa(True)

        videoSet = gui.GoTo(self)
        videoSet.set_goto(self.VSETTINGS)
        videoSet.set_text("Video settings")
        videoSet.set_size((150, 40))
        videoSet.set_center((160, 200))
        videoSet.set_normBg(videoSet.IMAGE, "Graphics/Menu/button.png")
        videoSet.set_activeBg(videoSet.IMAGE,
                              "Graphics/Menu/button_active.png")
        videoSet.set_clickedBg(videoSet.IMAGE,
                               "Graphics/Menu/button_clicked.png")
        videoSet.set_aa(True)

        backButton = gui.GoTo(self)
        backButton.set_goto(self.MAINMENU)
        backButton.set_text("Back")
        backButton.set_center((400, 500))
        backButton.set_normBg(backButton.IMAGE, "Graphics/Menu/button.png")
        backButton.set_activeBg(backButton.IMAGE,
                                "Graphics/Menu/button_active.png")
        backButton.set_clickedBg(backButton.IMAGE,
                                 "Graphics/Menu/button_clicked.png")
        backButton.set_aa(True)

        self.settingsGroup = pygame.sprite.Group(label, videoSet, backButton)
    def setup_selections(self, title, selections, select_cb):
        if self._selection_frame:
            self._selection_frame.destroy()
            self._selection_frame = None

            for i in self._selection_items:
                i.destroy()
            self._selection_items = []

        num_items = len(selections)
        frame_size = num_items / 10.0 + 0.06

        self._selection_frame = gui.Frame(parent=self.root,
                                          frame_color=(0.8, 0.8, 0.8, 0.5),
                                          frame_size=(-0.25, 0.25, 0.0,
                                                      frame_size),
                                          pos=(0, 0, -1.0))

        gui.Label(parent=self._selection_frame,
                  text=title,
                  text_scale=(0.05, 0.05),
                  frame_color=(0, 0, 0, 0),
                  pos=(0, 0, frame_size))

        for idx, selection in enumerate(selections):
            btn = gui.Button(parent=self.root,
                             style='button_combat',
                             command=select_cb,
                             extra_args=[idx],
                             text=selection,
                             frame_size=(-0.25, 0.25, -0.04, 0.04),
                             pos=(0, 0, (0.1 * num_items - 1.02) - 0.1 * idx))
            self._selection_items.append(btn)
Beispiel #9
0
    def createResErrorSprites(self):
        errorLabel = gui.Label(self)
        errorLabel.set_size((300, 50))
        errorLabel.set_center((400, 300))
        errorLabel.set_text("This resolution is too big for your screen")

        self.resErrorGroup = pygame.sprite.Group(errorLabel)
Beispiel #10
0
 def __init__(self):
     self.cells = []  # 220 squares to make up the visual board
     self.scoreLabel = score.scoreLabel
     self.yourFinalScore = gui.Label('Your Final Score Is')
     world.add(self.scoreLabel,
               config['worldSize'] - (config['worldMarginY'] * 4),
               (config['worldMarginY']))
Beispiel #11
0
def setup_gui(data):
    b = gui.Box(orientation=gui.Box.HORIZONTAL)
    b.background = gui.BoxTexture('gui.atlas:bar', [-1], [-1, 1])
    b.padding = gui.Rect(6, 6, 6, 6)
    b.alignment.y = 1
    b.fill.x = True
    b.homogeneous = False
    b.spacing = 6

    play = gui.Button(icon='gui.atlas:play')
    b.add(play)

    step = gui.Button(icon='gui.atlas:step')
    b.add(step)

    la = gui.Widget(alignment=gui.Alignment(1, 0.5), fill=gui.Fill(True, True))

    l = gui.Label(text='time: {:>6.3f}'.format(0))
    l.color = gui.Color(1, 1, 1, 1)
    l.padding = gui.Rect.uniform(3)
    l.alignment = gui.Alignment(1, 0.5)

    la.add(l)
    b.add(la)

    data.gui.add(b)
    data.lbl_time = l
 def __init__(self, image, vector, on_animation_finished):
     super().__init__(vector,
                      200,
                      callback=on_animation_finished,
                      die_when_done=False)
     self.text = gui.Label("", f.SMALL, visible=False)
     self.add_children(self.text, image)
    def graphics(self):
        logo = pygame.image.load(os.path.join('data', 'logo.png')).convert()
        self.ff_logo = pygame.transform.scale(logo,
                                              threades.resize_pos((1111, 250)))
        threades.screen.fill((0, 0, 0))
        threades.screen.blit(self.ff_logo, threades.resize_pos((40, 50)))

        # Font type
        myfont = pangofont.PangoFont(size=threades.resize_pt(17))

        #creating new label showing loading of level
        labelStyleCopy = gui.defaultLabelStyle.copy()
        labelStyleCopy['border-width'] = 1
        labelStyleCopy['wordwrap'] = True
        labelStyleCopy['autosize'] = False
        labelStyleCopy['font'] = myfont
        labelStyleCopy['font-color'] = (0, 200, 0)

        if self.level_no == -1:
            text1 = _('Loading New Level...')
        else:
            text1 = _('Loading Level No:') + str(self.level_no)

        #creating the label
        label = gui.Label(position=threades.resize_pos((500, 600)),
                          size=threades.resize_pos((250, 50)),
                          parent=desktop_level,
                          style=labelStyleCopy,
                          text=text1)
Beispiel #14
0
def searchRequest(message="What artist are you interested in?", arbitraryFunction=main):
   global requestWindow, artistField
   requestWindow = gui.Display("Choose Artist",300,100,(getScreenWidth()/2)-150, (getScreenHeight()/2)-100)
   requestWindow.add(gui.Label(message), 25, 15)
   artistField = gui.TextField("What Artist?", 8)
   requestWindow.add(artistField, 25, 40)
   okButton = gui.Button("OK", arbitraryFunction)
   requestWindow.add(okButton, 215, 60)
    def __init__(self):
        ''' Draws the Facilities panel
        '''
        self.update_flag = True
        myfont1 = pangofont.PangoFont(size=threades.resize_pt(
            25))  # For model.resources name and their value

        self.labelstyle1 = gui.defaultLabelStyle.copy()
        self.labelstyle1['border-width'] = 0
        self.labelstyle1['wordwrap'] = False
        self.labelstyle1['autosize'] = False
        self.labelstyle1['font'] = myfont1
        self.labelstyle1['font-color'] = self.font_color
        #self.labelstyle1['bg-color'] = self.font_bg_color

        self.list_titles = (_('Houses '), _('Schools '), _('Hospitals '),
                            _('Workshops '), _('Farms '), _('Wells '))
        self.list_names = (_('Number: '), _('Number: '), _('Number: '),
                           _('Number: '), _('Number: '), _('Number: '))
        self.list_values1 = (model.House.get_number(),
                             model.School.get_number(),
                             model.Hospital.get_number(),
                             model.Workshop.get_number(),
                             model.Farm.get_number(),
                             model.Fountain.get_number())
        self.list_values2 = (model.House.get_level(), model.School.get_level(),
                             model.Hospital.get_level(),
                             model.Workshop.get_level(),
                             model.Farm.get_level(),
                             model.Fountain.get_level())
        self.value_labels = []
        for i in range(6):
            label = gui.Label(position=threades.resize_pos((950, 50 + 55 * i)),
                              size=threades.resize_pos((300, 30)),
                              parent=threades.desktop,
                              text=self.list_titles[i],
                              style=self.labelstyle1)
            label = gui.Label(position=threades.resize_pos((950, 75 + 55 * i)),
                              size=threades.resize_pos((300, 30)),
                              parent=threades.desktop,
                              text=self.list_names[i] +
                              str(int(self.list_values1[i])) + _(' Level: ') +
                              str(int(self.list_values2[i])),
                              style=self.labelstyle1)
            label.surf.set_alpha(200)
            self.value_labels.append(label)
Beispiel #16
0
    def setup_status(self, mechs, back_cb=None, back_args=[]):
        for i in self._mech_frames:
            i.destroy()
        self._mech_frames = []

        if self._back_btn:
            self._back_btn.destroy()

        for idx, mech in enumerate(mechs):
            frame = gui.Frame(parent=self.root,
                              frame_color=(0.3, 0.3, 0.3, 0.5),
                              frame_size=(-0.9, 0.9, -0.20, 0.20),
                              pos=(0.0, 0.0, 0.70 - 0.50 * idx))

            frame.label = gui.Label(parent=frame,
                                    style='text_base',
                                    text=mech.name,
                                    pos=(-0.85, 0, 0.15))

            frame.hp = gui.Label(parent=frame,
                                 style='text_base',
                                 text="HP: {}".format(mech.health),
                                 pos=(-0.80, 0, 0.05))

            frame.attack = gui.Label(parent=frame,
                                     style='text_base',
                                     text="ATK: {}".format(mech.health),
                                     pos=(-0.30, 0, 0.05))

            frame.roles = gui.Label(parent=frame,
                                    style='text_base',
                                    text="Roles: {}".format(', '.join(
                                        mech.roles)),
                                    pos=(-0.80, 0, -0.05))

            self._mech_frames.append(frame)

        if back_cb:
            self._back_btn = gui.Button(parent=self.root,
                                        style='button_general',
                                        command=back_cb,
                                        extra_args=back_args,
                                        text='Back',
                                        frame_size=(-0.25, 0.25, -0.04, 0.04),
                                        pos=(-0.2, 0, -0.9))
Beispiel #17
0
    def __init__(self):
        super().__init__()
        self._selection_items = []

        gui.Frame(parent=self.root_full, style='title_bg')

        gui.Label(parent=self.root,
                  style='text_title',
                  text='Prototype Hydrogen',
                  pos=(0.0, 0.0, 0.8))
Beispiel #18
0
    def __init__(self, settings, **params):
        # The framework GUI is just basically a HTML-like table
        # There are 2 columns right-aligned on the screen
        gui.Table.__init__(self, **params)
        self.form = gui.Form()

        fg = (255, 255, 255)

        # "Toggle menu"
        self.tr()
        self.td(gui.Label("F1: Toggle Menu", color=(255, 0, 0)),
                align=1,
                colspan=2)

        for slider in sliders:
            # "Slider title"
            self.tr()
            self.td(gui.Label(slider['text'], color=fg), align=1, colspan=2)

            # Create the slider
            self.tr()
            e = gui.HSlider(getattr(settings, slider['name']),
                            slider['min'],
                            slider['max'],
                            size=20,
                            width=100,
                            height=16,
                            name=slider['name'])
            self.td(e, colspan=2, align=1)

        # Add each of the checkboxes.
        for text, variable in checkboxes:
            self.tr()
            if variable == None:
                # Checkboxes that have no variable (i.e., None) are just labels.
                self.td(gui.Label(text, color=fg), align=1, colspan=2)
            else:
                # Add the label and then the switch/checkbox
                self.td(gui.Label(text, color=fg), align=1)
                self.td(
                    gui.Switch(value=getattr(settings, variable),
                               name=variable))
Beispiel #19
0
 def __init__(self):
     super().__init__(allowed_events=[pl.MOUSEMOTION, pl.MOUSEBUTTONDOWN, pl.KEYDOWN],
                      bg_color=c.BLACK, bg_image=resources.load_image('Ice Emblem.png'),
                      layout_width=FILL, layout_height=FILL,
                      spacing=50)
     self.click_to_start = gui.Label(_("Click to Start"), f.MAIN_MENU, padding=10,
                                     txt_color=c.ICE, layout_gravity=gui.Gravity.BOTTOM, die_when_done=False)
     self.hmenu = gui.HorizontalMenu([(_("License"), self.show_license), (_("Settings"), self.settings_menu)],
                                     f.SMALL, die_when_done=False, layout_gravity=gui.Gravity.BOTTOMRIGHT)
     self.add_children(self.click_to_start, self.hmenu)
     self.bind_keys((pl.K_RETURN, pl.K_SPACE), self.show_map_menu)
     self.bind_click((1,), self.show_map_menu, self.hmenu.rect, False)
Beispiel #20
0
    def _create_ec_frame(self, n, empty=False):
        frame_per_column = 12
        col = n // frame_per_column
        row = n % frame_per_column
        frame = gui.Frame(parent=self.root_left,
                          frame_color=(0.8, 0.8, 0.8, 0.5),
                          frame_size=(-0.2, 0.2, -0.08, 0.08),
                          pos=(0.215 + 0.405 * col, 0, -1.075 +
                               0.167 * frame_per_column - 0.167 * row))

        if not empty:
            frame.label = gui.Label(parent=frame,
                                    text='',
                                    text_scale=(0.035, 0.035),
                                    text_align=p3d.TextNode.ALeft,
                                    frame_color=(0, 0, 0, 0),
                                    pos=(-0.175, 0, 0.025))

            frame.hpbar = gui.WaitBar(
                parent=frame,
                value=100,
                text='0/0',
                text_scale=(0.025, 0.025),
                text_pos=(0, -0.006),
                text_fg=(1, 1, 1, 1),
                text_shadow=(0, 0, 0, 0.8),
                frame_color=(0, 0, 0, 1),
                frame_size=(-0.15, 0.15, -0.01, 0.01),
            )

            frame.attacklabel = gui.Label(
                parent=frame,
                text='',
                text_scale=(0.025, 0.025),
                text_align=p3d.TextNode.ALeft,
                pos=(-0.175, 0, -0.05),
            )

        return frame
Beispiel #21
0
 def test():
     import resources
     import room
     import fonts as f
     import logging
     logging.basicConfig(level=logging.DEBUG)
     nine = NinePatch(resources.load_image('WindowBorder.png'), (70, 70),
                      wait=False,
                      padding=100,
                      layout_gravity=gui.Gravity.FILL)
     nine.add_child(gui.Label("test", f.MAIN))
     nine.add_child(gui.Clock(f.MAIN))
     room.run_room(nine)
Beispiel #22
0
    def chatWindow(self, windowtext=None):
        ''' Opens a new chat window
        '''
        global desktopChat
        global move_to_next_chatwin_flag

        move_to_next_chatwin_flag = False  #so that the next window waits for the user to press enter
        # Disable other gui
        gui_buttons.gui_obj.disable_buttons()

        # Stopping the updation thread
        threades.pause_update_thread()

        # Custom Window Style
        win_style = gui.defaultWindowStyle.copy()
        win_style['bg-color'] = (0, 0, 0)

        # Calculating position and size of window from the size of the desktop
        position_win = threades.resize_pos((150.0, 50.0))
        size_win = threades.resize_pos((900, 800))
        #print 'size win is',size_win,'\n'

        # Creating window
        self.chatWin = gui.Window(position=position_win,
                                  size=size_win,
                                  parent=desktopChat,
                                  text='',
                                  style=win_style,
                                  closeable=False,
                                  shadeable=False,
                                  moveable=False)
        self.chatWin.surf.fill((0, 0, 0, 140))
        self.chatWinFlag = True

        #NOTE: This part will be used once we know how to blit buttons on the chat window
        #self.button_skip = gui.Button(position = threades.resize_pos((500.0,10.0),(900.0,800.0),self.size_win), size = threades.resize_pos((80.0,30.0),(900.0,800.0),self.size_win), parent = self.chatWin, text = "Skip",style = self.button_style)
        #self.button_next = gui.Button(position = threades.resize_pos((200.0,10.0),(900.0,800.0),self.size_win), size = threades.resize_pos((80.0,30.0),(900.0,800.0),self.size_win), parent = self.chatWin, text = "Next >",style = self.button_style)
        #self.button_skip.onClick=self.closeChatWindow
        #self.button_skip.onMouseOver=self.closeChatWindow
        #print self.button_skip.enabled

        #creating label for writing the text
        self.label = gui.Label(position=threades.resize_pos(
            (100.0, 760.0), (900.0, 800.0), self.chatWin.size),
                               size=threades.resize_pos((700.0, 30.0),
                                                        (900.0, 800.0),
                                                        self.chatWin.size),
                               parent=self.chatWin,
                               text=model.text_file.proceed_text[0],
                               style=self.labelStyleCopy)
Beispiel #23
0
    def __init__(self):
        gui.Window.__init__(self, title='Functions', size=(500, 300))
        box = gui.Box(self, 'horizontal')

        #        split = gui.Splitter(box, 'horizontal', stretch=1)
        #        self.categories = gui.List(split)
        self.category = gui.List(box, model=RegModel(registry), stretch=1)
        self.category.connect('selection-changed', self.on_select_function)
        self.category.connect('item-activated', self.on_item_activated)

        rbox = gui.Box(box, 'vertical', stretch=2)

        toolbar = gui.Toolbar(rbox, stretch=0)
        toolbar.append(gui.Command('New', '', self.on_new, 'new.png'))
        toolbar.append(gui.Command('Delete', '', self.on_remove, 'remove.png'))
        toolbar.append(gui.Command('Save', '', self.on_save, 'save.png'))
        toolbar._widget.Realize()

        book = gui.Notebook(rbox)

        edit = gui.Box(book, 'vertical', page_label='edit')
        g = gui.Grid(edit, 2, 2, stretch=0, expand=True)
        g.layout.AddGrowableCol(1)
        gui.Label(g, 'Name', pos=(0, 0))
        gui.Label(g, 'Parameters', pos=(1, 0))
        self.name = gui.Text(g, pos=(0, 1), expand=True)
        self.params = gui.Text(g, pos=(1, 1), expand=True)

        #        self.text = gui.Text(edit, multiline=True, stretch=1)
        self.text = gui.PythonEditor(edit, stretch=1)

        extra = gui.Box(book, 'vertical', page_label='extra')
        #        self.extra = gui.Text(extra, multiline=True, stretch=1)
        self.extra = gui.PythonEditor(extra, stretch=1)

        self.functions = functions
        self.function = None
Beispiel #24
0
def run(surface):
    running = True
    clock = pygame.time.Clock()
    cursor = pygame.transform.scale(pygame.image.load("images/cursor.png") ,(16,28))
    def_pos=500
    button = gui.Button(surface,(100,30),(300,def_pos),(210,0,125),"Button")
    title = gui.Label(surface,"Fonts/JosefinSans-Bold.ttf",24,"GUI Graphical user interface",(0,0,0),(100,0))
    lstbox = gui.ListBox(surface,["list item one","list item two","list item three","item four","item five"],(255,0,0),(200,200),(100,200))
    rlstbox = gui.ListBox(surface,["listr item one","listr item two","listr item three","item four","item five"],(0,0,255),(200,200),(400,200))
    ckbox = gui.CheckBox(surface,(255,0,0),['hello','aref','Jaffar'],(100,40))
    txtbox = gui.textBox(surface,(255,0,0),(255,50,0),(0,100),(200,24))

    def update():
        button.update()
        title.update()
        lstbox.update()
        txtbox.update();
        ckbox.update()
        rlstbox.update()
    while running:
        for event in pygame.event.get():
            txtbox.event2(event)
            if event.type == pygame.QUIT:
                running = False
            if event.type == pygame.KEYDOWN:
                
                txtbox.press(event)
                if event.key == pygame.K_ESCAPE:
                    running = False
                if event.key == pygame.K_UP:
                    button.text.color=(255,0,0)
                    button.text.recalc()
            if event.type == pygame.MOUSEBUTTONDOWN:
                txtbox.Click()
                lstbox.clicked()
                rlstbox.clicked()
                ckbox.clicked()
                if button.clicked():
                    lstbox.listt.pop()
                    lstbox.listt.append("hello")
                    lstbox.calc()
                    
                        
        ckbox.scolor=(0,0,255)
        surface.fill((255,255,255))
        update()
        functions.set_cursor(surface,cursor)
        functions.update(clock,60)    
    pygame.quit()
Beispiel #25
0
 def show_label(self, position, text, text_size=15, color="black", timeout=3, id_=""):
     """ Creates text label on the screen. The label is stored in the internal gui_list
     list and gets rendered automatically.
     :param position: tuple with coordinates (x,y) of top left corner of the label
     :param text: string with text for the label
     :param text_size: integer text size
     :param color: tuple (R, G, B) with text color
     :param timeout: integer seconds for the label timeout. If equals 0, label won't timeout
         and should be hidden manually.
     :param id_: string ID of the label, should be unique for each GUI element
     :return: object of gui.Label
     """
     label = gui.Label(self.screen, position, text, text_size, color, timeout, id_)
     self.gui_list.append(label)
     return label
Beispiel #26
0
    def main(self):
        # the arguments are	width - height - layoutOrientationOrizontal
        wid = gui.Widget(120, 100, False, 10)
        self.lbl = gui.Label(100, 30, 'Hello world!')
        self.bt = gui.Button(100, 30, 'Press me!')

        # setting the listener for the onclick event of the button
        self.bt.set_on_click_listener(self, 'on_button_pressed')

        # appending a widget to another, the first argument is a string key
        wid.append('1', self.lbl)
        wid.append('2', self.bt)

        # returning the root widget
        return wid
Beispiel #27
0
    def createMainMenuSprites(self):
        label = gui.Label(self)
        label.set_fontSize(50)
        label.set_text("Skarcha")
        label.set_size((200, 70))
        label.set_center((400, 100))
        label.set_backgroundImg(label.COLOR, (255, 255, 255))
        label.set_aa(True)
        label.set_fontName("Graphics/Menu/Fonts/BIRTH_OF_A_HERO.ttf")

        startGame = gui.GoTo(self)
        startGame.set_text("New Game")
        startGame.set_size((150, 40))
        startGame.set_center((160, 200))
        startGame.set_normBg(startGame.IMAGE, "Graphics/Menu/button.png")
        startGame.set_activeBg(startGame.IMAGE,
                               "Graphics/Menu/button_active.png")
        startGame.set_clickedBg(startGame.IMAGE,
                                "Graphics/Menu/button_clicked.png")
        startGame.set_aa(True)
        startGame.set_fontName("Graphics/Menu/Fonts/Harabara.ttf")

        settings = gui.GoTo(self)
        settings.set_goto(self.SETTINGS)
        settings.set_text("Settings")
        settings.set_size((150, 40))
        settings.set_center((160, 300))
        settings.set_normBg(settings.IMAGE, "Graphics/Menu/button.png")
        settings.set_activeBg(settings.IMAGE,
                              "Graphics/Menu/button_active.png")
        settings.set_clickedBg(settings.IMAGE,
                               "Graphics/Menu/button_clicked.png")
        settings.set_aa(True)
        settings.set_fontName("Graphics/Menu/Fonts/coolvetica_rg.ttf")

        quit = gui.Quit(self)
        quit.set_fontSize(40)
        quit.set_text("QUIT")
        quit.set_size((150, 40))
        quit.set_center((160, 500))
        quit.set_normBg(quit.IMAGE, "Graphics/Menu/button.png")
        quit.set_activeBg(quit.IMAGE, "Graphics/Menu/button_active.png")
        quit.set_clickedBg(quit.IMAGE, "Graphics/Menu/button_clicked.png")
        quit.set_aa(True)

        self.mainMenuGroup = pygame.sprite.Group(label, startGame, settings,
                                                 quit)
Beispiel #28
0
    def __init__(self, character, text, **kwargs):
        gui.ChatDialog.__init__(self, text, **kwargs)

        self.characterPortrait = gui.Image(parent=self,
                                           surface=character._spriteset[2][0],
                                           pos=(5, 5))
        self.add(self.characterPortrait)

        self.characterName = gui.Label(parent=self, text=character.name)
        self.characterName.x = self.characterPortrait.right + 5
        self.characterName.y = self.characterPortrait.y + self.characterPortrait.height / 2 - self.characterName.height / 2
        self.add(self.characterName)

        self.textLabel.x = 5
        self.textLabel.y = self.characterPortrait.bottom + 10

        self.height = 30 + self.characterPortrait.height + self.textLabel.height
Beispiel #29
0
class Score:
    currentScore = 0
    scoreString = str(currentScore) + '           '
    scoreLabel = gui.Label(scoreString)
    fps = 1
    time = 0

    def changeScore(self, update):  #update is an in
        self.currentScore += update  # change the score value
        self.fps -= (0.02)
        self.scoreString = str(self.currentScore)
        self.scoreLabel.setText(
            self.scoreString)  # change the score label display

    def changeTime(self):
        self.time += self.fps
        if self.time > getDuration(song):
            play(song)
            self.time = 0
Beispiel #30
0
 def __init__(self, image):
     super().__init__(layout_width=gui.LayoutParams.FILL_PARENT,
                      layout_height=gui.LayoutParams.FILL_PARENT,
                      gravity=gui.Gravity.CENTER,
                      bg_color=c.BLACK,
                      bg_image=image)
     self.files = [(file, self.chosen) for file in resources.list_maps()]
     self.choose_label = gui.Label(_("Choose a map!"),
                                   f.MAIN_MENU,
                                   txt_color=c.ICE,
                                   bg_color=c.MENU_BG)
     self.menu = gui.Menu(self.files,
                          f.MAIN,
                          padding=(25, 25),
                          die_when_done=False)
     self.back_btn = gui.Button(_("Go Back"),
                                f.MAIN,
                                callback=self.back,
                                layout_gravity=gui.Gravity.BOTTOMRIGHT)
     self.add_children(self.choose_label, self.menu, self.back_btn)