Example #1
0
 def __init__(self):
     self.global_keymap = Keymap()
     self.global_keymap.register_key(Key(pygame.KMOD_CTRL, pygame.K_q),
                                     keydown_noarg(self._quit))
     self.global_keymap.activate()
     self.mouse_map = MouseMap()
     self.lc = LoopingCall(self._iteration)
Example #2
0
 def _register_keys(self):
     self.parenting_keymap = Keymap()
     r = self.keymap.register_key
     r(self.key_create_node, keydown_noarg(self._create_new_node))
     r(self.key_cycle_layout, keydown_noarg(self._cycle_layout_engine))
     r(self.key_save, keydown_noarg(self._save))
     r(self.key_load, keydown_noarg(self._load))
     r(self.key_export_snapshot, keydown_noarg(self._export_snapshot))
     self._set_next_keymap()
Example #3
0
    def __init__(self):
        self.focus_keymap = Keymap()
        self.focus_keymap.obs_activation.add_observer(self, '_keymap_')

        self.keymap = Keymap()
        self.keymap.set_next_keymap(self.focus_keymap)
        
        self._prev_frame_colors = []

        self._anim_pos = MovingPos()

        self.selectable = ValueContainer(True)
Example #4
0
class Loop(object):
    fps = 20
    def __init__(self):
        self.global_keymap = Keymap()
        self.global_keymap.register_key(Key(pygame.KMOD_CTRL, pygame.K_q),
                                        keydown_noarg(self._quit))
        self.global_keymap.activate()
        self.mouse_map = MouseMap()
        self.lc = LoopingCall(self._iteration)
        
    def _handle_event(self, event):
        if event.type == pygame.QUIT:
            self._quit()
        if event.type in [pygame.KEYDOWN, pygame.KEYUP]:
            self.global_keymap.key_event(event)
        if event.type in [pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP, pygame.MOUSEMOTION]:
            self.mouse_map.mouse_event(MouseEvent(event))
    def _quit(self):
        """Quits the program"""
        self.lc.stop()
    def _stop(self, e):
        reactor.stop()
        
    def loop(self, display, widget):
        self.display = display
        self.widget = widget
        self.global_keymap.set_next_keymap(self.widget.keymap)

        reactor.callWhenRunning(self._start_loop)
        reactor.run()

    def _start_loop(self):
        d = self.lc.start(1. / self.fps)
        d.addCallback(self._stop)
        d.addErrback(twisted.python.log.err)

    def _iteration(self):
        draw.offset.step()
        for event in pygame.event.get():
            self._handle_event(event)
        draw.fill(self.display, (0, 0, 0))
        self.widget.update()
        self.widget.draw(self.display, (0, 0))
        pygame.display.flip()
Example #5
0
class GraphWidget(Widget):
    bg_color=(0,0,0)
    activated_bg_color=(10,10,20)

    key_create_node = Key(pygame.KMOD_CTRL, pygame.K_a)
    key_delete_node = Key(pygame.KMOD_CTRL, pygame.K_d)
    key_next_node = Key(0, pygame.K_TAB)
    key_prev_node = Key(pygame.KMOD_SHIFT, pygame.K_TAB)
    key_select_node_right = Key(0, pygame.K_RIGHT)
    key_select_node_left = Key(0, pygame.K_LEFT)
    key_select_node_up = Key(0, pygame.K_UP)
    key_select_node_down = Key(0, pygame.K_DOWN)
    key_connect = Key(pygame.KMOD_CTRL, pygame.K_RETURN)
    key_disconnect = Key(pygame.KMOD_CTRL, pygame.K_BACKSPACE)
    key_cycle_layout = Key(pygame.KMOD_CTRL, pygame.K_k)
    #key_export_dot = Key(pygame.KMOD_CTRL, pygame.K_)
    key_export_snapshot = Key(pygame.KMOD_CTRL, pygame.K_x)

    key_save = Key(pygame.KMOD_CTRL, pygame.K_s)
    key_load = Key(pygame.KMOD_CTRL, pygame.K_l)
    
    def __init__(self, size, *args, **kw):
        Widget.__init__(self, *args, **kw)
        self._size = MovingValue(Point, final=Point(size))
        self.nodes = set()
        self.edges = set()
        self.node_widgets = Dict()
        self.edge_widgets = Dict()
        self.sorted_widgets = SortedItems(self.node_widgets)

        self.layout = Layout()
        
        self.selected_widget_index = None
        self._update_index()

        self._node_link_start_pos = None
        self._node_link_source_node = None
        self._node_link_color = None
        
        self._register_keys()
        self._save_next_display_update = False
        
    def __getstate__(self):
        d = Widget.__getstate__(self)
        del d['parenting_keymap']
        return d
    def __setstate__(self, d):
        Widget.__setstate__(self, d)
        self._register_keys()

    def _register_keys(self):
        self.parenting_keymap = Keymap()
        r = self.keymap.register_key
        r(self.key_create_node, keydown_noarg(self._create_new_node))
        r(self.key_cycle_layout, keydown_noarg(self._cycle_layout_engine))
        r(self.key_save, keydown_noarg(self._save))
        r(self.key_load, keydown_noarg(self._load))
        r(self.key_export_snapshot, keydown_noarg(self._export_snapshot))
        self._set_next_keymap()

    def get_size(self):
        return tuple(self._size.current)
    def set_size(self, p):
        self._size.final = p 
    size = property(get_size, set_size)
    
    def _node_connect(self, e):
        for node in e.source, e.target:
            if node not in self.nodes:
                self.add_node(node)
        if e not in self.edges:
            self.add_edge(e)
    def _node_disconnect(self, e):
        self.remove_edge(e)

    def update_edges_lines(self, widget, node):
        center = Point(widget.final_rect().center)
        for edge in node.connections['in']:
            edge_w = self.edge_widgets[edge]
            edge_w.line.final[-1] = center.copy()
            edge_w.line.reset()
        for edge in node.connections['out']:
            edge_w = self.edge_widgets[edge]
            edge_w.line.final[0] = center.copy()
            edge_w.line.reset()
        
    def _node_widget_loc_pos_set(self, widget, node, new_pos):
        self.update_edges_lines(widget, node)
    def _node_widget_loc_size_set(self, widget, node, new_size):
        self.update_edges_lines(widget, node)
        
    def add_edge(self, edge):
        edge.obs.add_observer(self, '_edge_')
        self.edges.add(edge)
        if edge.source not in self.node_widgets:
            self.add_node(edge.source)
            
        source = self.node_widgets[edge.source].final_rect().center
        if edge.target not in self.node_widgets:
            self.add_node(edge.target)
            
        target = self.node_widgets[edge.target].final_rect().center
        w = EdgeWidget(edge, partial(self.node_widgets.get),
                       MovingLine(list, [Point(source), Point(target)]))
        self.edge_widgets[edge] = w
        self.update_layout()
    def remove_edge(self, edge):
        edge.obs.remove_observer(self)
        del self.edge_widgets[edge]
        self.edges.remove(edge)
        self.update_layout()

    def add_node(self, node):
        if node in self.nodes:
            return
        self.nodes.add(node)
        w = NodeWidget(node)
        self.node_widgets[node] = w
        node.obs.add_observer(self, '_node_')
        w.obs_loc.add_observer(self, '_node_widget_loc_', w, node)
        loop.loop.mouse_map.push_area(w.mouse_area, partial(self._widget_mouse_event, node, w))
        # They might be adding a node that is connected to some other,
        # yet-to-be added nodes
        for edge in node.iter_all_connections():
            self.add_edge(edge)
        self.update_layout()
        return w
    def remove_node(self, node):
        node.disconnect_all()
        w = self.node_widgets[node]
        loop.loop.mouse_map.remove_area(w.mouse_area)
        w.obs_loc.remove_observer(self)
        node.obs.remove_observer(self)
        del self.node_widgets[node]
        self.nodes.remove(node)
        self._update_index()
        if self._node_link_source_node:
            self._node_link_source_node = None
        self.update_layout()
        return w

    def generate_groups(self):
        groups = {'0':[]}
        for node in self.nodes:
            groups['0'].append(node)
        return groups

    def update_layout(self):
        groups = self.generate_groups()
        self.layout.update(groups, self.size, self.node_widgets, self.edge_widgets)
        
    def update(self):
        if self.node_widgets:
            import math
            # todo rewrite this shitty code
            sizes = {}
            slots = {}
            slot_places = {}
            average = 0
            num = len(self.node_widgets)
            for w in self.node_widgets.values():
                size = w.reset_max_text_size()
                sizes[w] = size
            for w, size in sizes.iteritems():
                dist = int(round(math.log(size + 1)/2.))
                slot = dist 
                slots.setdefault(slot, size)
                slots[slot] = min(slots[slot],size)
                
                slot_places[w] = slot

            for w,slot in slot_places.iteritems():
                size = sizes[w]
                new_max_size = slots[slot]
                if new_max_size < size:
                    w.reset_max_text_size(new_max_size)
                w.update()

##             for w in self.node_widgets.values():
##                 w.reset_max_text_size()
##                 w.update()
        for w in self.edge_widgets.itervalues():
            w.update()
        self._size.update()
        
        
    def _draw(self, surface, pos):
        for w in self.edge_widgets.values():
            p = Point(pos)
            w._draw(surface, pos)
        for w in self.node_widgets.values():
            # for our children, pos is the parent's pos offset
            # because of how NodeWidget works.
            w._draw(surface, pos)

        if self._node_link_start_pos is not None:
            n,w = self.selected()
            if w is not None:
                start_pos = self._node_link_start_pos()
                end_pos = self._node_link_end_pos()
                draw.line(surface, self._node_link_color, start_pos, end_pos)

        if self._save_next_display_update:
            self._save_next_display_update = None
            draw.save(surface.subsurface(pygame.Rect(pos, self.size)), self._save_next_display_update)

    def selected(self):
        if self.selected_widget_index is None:
            return None, None
        return self.sorted_widgets[self.selected_widget_index]
    
    def _set_next_keymap(self):
        self.keymap.set_next_keymap(self.parenting_keymap)
        if self.selected_widget_index is not None:
            self.parenting_keymap.set_next_keymap(self.selected()[1].keymap)
            r = self.parenting_keymap.register_key
            r(self.key_delete_node, keydown_noarg(self._delete_selected_node))
            r(self.key_next_node, keydown_noarg(self._next_node))
            r(self.key_prev_node, keydown_noarg(self._prev_node))
            r(self.key_select_node_right, keydown_noarg(self._select_node_right))
            r(self.key_select_node_left, keydown_noarg(self._select_node_left))
            r(self.key_select_node_up, keydown_noarg(self._select_node_up))
            r(self.key_select_node_down, keydown_noarg(self._select_node_down))
            if self.key_connect not in self.parenting_keymap:
                r(self.key_connect, keydown_noarg(self._start_connect))
            if self.key_disconnect not in self.parenting_keymap:
                r(self.key_disconnect, keydown_noarg(self._start_disconnect))
        else:
            ur = self.parenting_keymap.unregister_key
            ur(self.key_next_node)
            ur(self.key_prev_node)
            ur(self.key_select_node_right)
            ur(self.key_select_node_left)
            ur(self.key_select_node_up)
            ur(self.key_select_node_down)
            ur(self.key_delete_node)
            ur(self.key_connect)
            ur(self.key_disconnect)
            self.parenting_keymap.set_next_keymap(self.focus_keymap)
    
    def _set_index(self, index):
        if self.selected_widget_index != index:
            self.selected_widget_index = index
        self._update_index()

    def _update_index(self):
        if not self.node_widgets:
            self.selected_widget_index = None
        elif self.selected_widget_index is not None:
            self.selected_widget_index %= len(self.sorted_widgets)
            self._set_next_keymap()
            
    def _find_widget_index(self, w):
        for i, (node, widget) in enumerate(self.sorted_widgets):
            if w == widget:
                return i
            
    def _add_index(self, amount):
        if self.selected_widget_index is None:
            index = 0
        else:
            index = self.selected_widget_index
            l = len(self.sorted_widgets)
            index += amount
            index %= l
        self._set_index(index)


    def _next_node(self):
        '''Next node'''
        self._add_index(1)
    def _prev_node(self):
        '''Previous node'''
        self._add_index(-1)

    def _select_node_right(self):
        '''Select the next node to the right'''
        def dist(pos1, pos2):
            if pos1[0] < pos2[0]:
                return None
            return pos1[0] - pos2[0]
        self._select_node_dir(dist)
        
    def _select_node_left(self):
        '''Select the next node to the left'''
        def dist(pos1, pos2):
            if pos1[0] > pos2[0]:
                return None
            return pos2[0] - pos1[0]
        self._select_node_dir(dist)

    def _select_node_up(self):
        '''Select the next node above'''
        def dist(pos1, pos2):
            if pos1[1] > pos2[1]:
                return None
            return pos2[1] - pos1[1]
        self._select_node_dir(dist)

    def _select_node_down(self):
        '''Select the next node below'''
        def dist(pos1, pos2):
            if pos1[1] < pos2[1]:
                return None
            return pos1[1] - pos2[1]
        self._select_node_dir(dist)

    def _select_node_dir(self, distance_between):
        closest_right = None
        min_dist = None
        n, w = self.selected()
        if not w:
            return
        for widget in self.node_widgets.itervalues():
            if widget == w:
                continue
            dist = distance_between(widget.pos, w.pos)
            if dist is None:
                continue
            if closest_right is None or dist < min_dist:
                closest_right = widget
                min_dist = dist
                
        if closest_right is not None:
            i = self._find_widget_index(closest_right)
            self._set_index(i)
            
    def _create_new_node(self):
        '''Create new node'''
        n = Graph.Node()
        w = self.add_node(n)
        self._set_index(self._find_widget_index(w))
        
    def _delete_selected_node(self):
        '''Delete selected node'''
        n, w = self.sorted_widgets[self.selected_widget_index]
        self._add_index(1)
        self.remove_node(n)

    def _node_linking_started(self, key, start_func, connect_func, color, doc):
        r = self.parenting_keymap.register_key
        ur = self.parenting_keymap.unregister_key
        start_node, start_node_widget = self.selected()
        assert start_node is not None
        def _end_connect():
            ur(key)
            r(key, keydown_noarg(start_func))

            end_node, end_node_widget = self.sorted_widgets[self.selected_widget_index]
            self._node_link_func(start_node, end_node)
            self._node_link_start_pos = None
            self._node_link_end_pos = None
        _end_connect.__doc__ = doc
        
        def _start_pos():
            return start_node_widget.rect().center
        def _end_pos():
            n, w = self.selected()
            if w is None:
                return None
            return w.rect().center

        ur(key)
        r(key, keydown_noarg(_end_connect))
        self._node_link_start_pos = _start_pos
        self._node_link_end_pos = _end_pos
        self._node_link_color = color
        self._node_link_func = connect_func
        
    def _connect_func(self, node1, node2):
        node1.connect_node(node2)
    def _disconnect_func(self, node1, node2):
        node1.disconnect_node(node2)
        
    def _start_connect(self):
        '''Sets the source node to connect'''
        self._node_linking_started(self.key_connect, self._start_connect, self._connect_func, (0,255,0), "Sets the target node to connect")

    def _start_disconnect(self):
        '''Sets the source node to disconnect'''
        self._node_linking_started(self.key_disconnect, self._start_disconnect, self._disconnect_func, (255,0,0), "Sets the target node to disconnect")

    def _widget_mouse_event(self, node, widget, event):
        #print event
        connect_mod = pygame.key.get_mods() & pygame.KMOD_SHIFT 
        #disconnect_mod = pygame.key.get_modes() & pygame.KMOD_SHIFT 
        if event.type == pygame.MOUSEBUTTONDOWN:
            i = self._find_widget_index(widget)
            self._set_index(i)
            if connect_mod and self._node_link_start_pos is None:
                def _start_pos():
                    return widget.rect().center
                self._node_link_source_node = node
                self._node_link_start_pos = _start_pos
                self._node_link_end_pos = pygame.mouse.get_pos
                self._node_link_color = (0,255,0)
                self._node_link_func = self._connect_func
        elif event.type == pygame.MOUSEBUTTONUP:
            if self._node_link_source_node is not None:
                self._node_link_start_pos = None
                self._node_link_end_pos = None
                self._node_link_func(self._node_link_source_node, node)
                self._node_link_source_node = None
                self._node_link_color = None
                
        
    def _cycle_layout_engine(self):
        '''Change to the next layout engine'''
        self.layout.cycle_layout_engines()
        self.update_layout()

    def _save(self):
        '''Save'''
        import pickle
        f=open('save.pkl', 'wb')
        pickle.dump(self.nodes,f,2)

    def _load(self):
        '''Load'''
        import pickle
        f=open('save.pkl', 'rb')
        nodes = pickle.load(f)
        for node in tuple(self.nodes):
            self.remove_node(node)
        self._set_next_keymap()
        for node in nodes:
            # TODO if we are loading nodes in addition to existing nodes,
            # make sure ID's are re-allocated to prevent collisions.
            node.id = Graph.persistent_id(node)
            for edge in node.iter_all_connections():
                edge.id = Graph.persistent_id(edge)
        for node in nodes:
            self.add_node(node)
            

    def _export_dot(self):
        '''Export the graph to a .dot file'''
        d = Graph.generate_dot(self.generate_groups())
        print d
        open('save.dot', 'wb').write(d)

    def _export_snapshot(self):
        '''Export the graph to a snapshot image'''
        self._save_next_display_update = 'snapshot.bmp'
Example #6
0
 def __setstate__(self, d):
     for k,v in d.iteritems():
         self.__dict__[k] = v
     self.focus_keymap = Keymap()
     self.keymap = Keymap()
     self._register_keys()
Example #7
0
class NodeWidget(Widget):
    bg_color=(10,10,100)
    activated_bg_color=(40,40,160)
    fg_color=(70,70,150)
    activated_fg_color=(100,100,250)

    key_stop_edit=Key(0, pygame.K_ESCAPE)
    
    def __init__(self, node, *args, **kw):
        self.node = node
        self.style = style._make_style()
        self.text_widget = TextEdit(self.style, self._get_text, self._set_text, [all_printable], {'\r':'\n'})
        
        self.node.obs.add_observer(self, '_node_')
        Widget.__init__(self, *args, **kw)
        
        self._size = MovingValue(Point)
        self._pos = MovingValue(Point)
        from Shapes.Ellipse import Ellipse
        self.shape = Ellipse(pygame.Rect(0,0,1,1))

        self.obs_loc = Observable()
        self._register_keys()

        self.reset_max_text_size()
        self.mouse_area = MouseArea(self.in_bounds)

    def __getstate__(self):
        d= self.__dict__.copy()
        del d['focus_keymap']
        del d['keymap']
        return d
    def __setstate__(self, d):
        for k,v in d.iteritems():
            self.__dict__[k] = v
        self.focus_keymap = Keymap()
        self.keymap = Keymap()
        self._register_keys()

    def _register_keys(self):
        r = self.focus_keymap.register_key
        r(Key(pygame.KMOD_CTRL, pygame.K_RIGHT), keydown_noarg(self._move_right))
        r(Key(pygame.KMOD_CTRL, pygame.K_LEFT), keydown_noarg(self._move_left))
        r(Key(pygame.KMOD_CTRL, pygame.K_UP), keydown_noarg(self._move_up))
        r(Key(pygame.KMOD_CTRL, pygame.K_DOWN), keydown_noarg(self._move_down))

        r(Key(0, pygame.K_RETURN), keydown_noarg(self._edit_value))
        

    def in_bounds(self, p):
        return self.rect().collidepoint(tuple(p))
        
    def _get_text(self):
        if self.node.value is None:
            return ''
        return str(self.node.value)
    def _set_text(self, text):
        self.node.value = text
        self._update_text_size()

    def reset_max_text_size(self, value=None):
        # returns the calculated actual size
        if value is None:
            value = FONT_SIZE_ABSOLUTE_MAX
        self.max_font_size = value
        return self.calc_text_size()
        
    def calc_text_size(self):
        min_font_size = 2
        ratio = 0.7
        yratio = 1
        size = self.style.font_size
        self.text_widget.update()
        while ((self.text_widget.size[0] < self._size.final[0]*ratio
               or self.text_widget.size[1] < self._size.final[1]*yratio)
               and self.style.font_size < min(self.max_font_size, FONT_SIZE_ABSOLUTE_MAX)):
            self.style.font_size = min(self.style.font_size + 1, FONT_SIZE_ABSOLUTE_MAX)
            self._update_text_size()
            
        while ((self.text_widget.size[0] > self._size.final[0]*ratio
               or self.text_widget.size[1] > self._size.final[1]*yratio)
               and self.style.font_size > min_font_size or self.style.font_size > self.max_font_size):
            self.style.font_size -= 1
            self._update_text_size()
            
        return self.style.font_size
    
    def _update_text_size(self, new_size=None):
        if new_size is not None:
            self.style.font_size = new_size
        self.text_widget.set_style(self.style)
        self.text_widget.update(force=True)
        
    def get_size(self):
        return tuple(self._size.current)
    def set_size(self, p):
        p = Point(p)
        self._size.final = p
        self._update_text_size()
        self.obs_loc.notify.size_set(p)
    size = property(get_size, set_size)
    
    def get_pos(self):
        return tuple(self._pos.current)
    def set_pos(self, p):
        p = Point(p)
        self._pos.final = p
        self.obs_loc.notify.pos_set(p)
    pos = property(get_pos, set_pos)

    def rect(self):
        s = self.size
        return pygame.Rect(self.pos[0],self.pos[1],s[0],s[1])
    def final_rect(self):
        s = self._size.final
        p = self._pos.final
        return pygame.Rect(p[0],p[1],s[0],s[1])
        
    def _node_connect(self, e):
        pass
    def _node_disconnect(self, e):
        pass
    
        
    def update(self):
        self.text_widget.update()
        self._update_text_size()
        self._size.update()
        self._pos.update()
        self.shape.rect = self.rect()
        
    def _draw(self, surface, pos_offset):
        self.shape.paint(pos_offset, surface, self.fg_color, self.bg_color)
        self.text_widget.draw(surface, tuple(Point(pos_offset) + Point(self.rect().center) - Point(self.text_widget.size)/2))
        

    def _move_right(self):
        '''move right'''
        self.pos = Point(self.pos) + Point((5,0))
    def _move_left(self):
        '''move left'''
        self.pos = Point(self.pos) + Point((-5,0))
    def _move_up(self):
        '''move up'''
        self.pos = Point(self.pos) + Point((0,-5))
    def _move_down(self):
        '''move down'''
        self.pos = Point(self.pos) + Point((0,5))
        
    def _edit_value(self):
        '''Edit value'''
        self.keymap.set_next_keymap(self.text_widget.focus_keymap)
        self.text_widget._start_editing()
        self.keymap.register_key(self.key_stop_edit, keydown_noarg(self._stop_edit_value))

    def _stop_edit_value(self):
        '''Stop editing value'''
        self.text_widget._stop_editing()
        self.keymap.set_next_keymap(self.focus_keymap)
        self.keymap.unregister_key(self.key_stop_edit)
Example #8
0
class Widget(object):
    # frame_color is consulted first, and allowed to be None for no
    # frame.
    frame_color = None
    frame_width = 1
    bg_color = None
    use_rounded_rect = True
    activated_frame_color = (40, 40, 255)
    activated_bg_color = (30, 30, 90)

    def __init__(self):
        self.focus_keymap = Keymap()
        self.focus_keymap.obs_activation.add_observer(self, '_keymap_')

        self.keymap = Keymap()
        self.keymap.set_next_keymap(self.focus_keymap)
        
        self._prev_frame_colors = []

        self._anim_pos = MovingPos()

        self.selectable = ValueContainer(True)
            
    def _keymap_activated(self):
        self.got_focus()

    def _keymap_deactivated(self):
        self.lost_focus()

    def push_frame(self, frame_color=_dontchange, bg_color=_dontchange):
        self._prev_frame_colors.append((self.frame_color, self.bg_color))
        if frame_color is not _dontchange:
            self.frame_color = frame_color
        if bg_color is not _dontchange:
            self.bg_color = bg_color

    def pop_frame(self):
        self.frame_color, self.bg_color = self._prev_frame_colors.pop()
        
    def got_focus(self):
        self.push_frame(frame_color=self.activated_frame_color,
                        bg_color=self.activated_bg_color)

    def lost_focus(self):
        self.pop_frame()
        
    def draw(self, surface, pos):
        self._anim_pos.set_target(pos)
        self._anim_pos.update(0.6)
        pos = self._anim_pos.current_pos
        
        self.draw_background(surface, pos)
        self._draw(surface, pos)
        self.draw_frame(surface, pos)

    def draw_background(self, surface, pos):
        if self.bg_color is not None:
            r = pygame.Rect(pos, self.size)
            gui.draw.rect(surface, self.bg_color, r, 0)

    def draw_frame(self, surface, pos):
        if self.frame_color is not None:
            r = pygame.Rect(pos, self.size)
            r.inflate_ip(-self.frame_width, -self.frame_width) # Half of each side
            if self.use_rounded_rect:
                dr = partial(gui.draw.rounded.rounded_rect, corner_radius=5)
            else:
                dr = gui.draw.rect
            dr(surface, self.frame_color, r, self.frame_width)

    def _draw(self, surface, pos):
        raise NotImplementedError()

    def update(self):
        raise NotImplementedError()