Example #1
0
 def __init__(self, x, y, title, width=400, height=200, colour=BROWN):
     self.colour = colour
     self.background = pygame.Surface((width, height))
     self.width = width
     self.height = height
     self.title = ClickableAsset(
         self._BORDER_PIXELS, self._BORDER_PIXELS,
         width - 2 * self._BORDER_PIXELS,
         self._TITLE_HEIGHT_PIXELS - self._BORDER_PIXELS, '')
     # HAX, f**k it, make go now
     self.title_background = ScaledImageAsset(0, 0, width,
                                              self._TITLE_HEIGHT_PIXELS,
                                              TITLE_BACKGROUND)
     self.title_text = CentredTextAsset(0,
                                        2,
                                        width,
                                        self._TITLE_HEIGHT_PIXELS,
                                        "== %s ==" % title,
                                        size=16,
                                        bold=True)
     self.body = ScaledImageAsset(0, self._TITLE_HEIGHT_PIXELS, width,
                                  height - self._TITLE_HEIGHT_PIXELS,
                                  BODY_BACKGROUND)
     self.title.offset_x = x
     self.title.offset_y = y
     self.assets = []
     PicassoAsset.__init__(self, None, x, y)
Example #2
0
 def __init__(self, x, y, title, width=400, height=200, colour=BROWN):
     self.colour = colour
     self.background = pygame.Surface((width, height))
     self.width = width
     self.height = height
     self.title = ClickableAsset(
         self._BORDER_PIXELS,
         self._BORDER_PIXELS,
         width - 2 * self._BORDER_PIXELS,
         self._TITLE_HEIGHT_PIXELS - self._BORDER_PIXELS,
         ''
     )
     # HAX, f**k it, make go now
     self.title_background = ScaledImageAsset(0, 0, width, 
         self._TITLE_HEIGHT_PIXELS, TITLE_BACKGROUND)
     self.title_text = CentredTextAsset(0, 2, width, 
         self._TITLE_HEIGHT_PIXELS, "== %s ==" % title, size=16, bold=True)
     self.body = ScaledImageAsset(
         0, self._TITLE_HEIGHT_PIXELS, width, 
         height - self._TITLE_HEIGHT_PIXELS, BODY_BACKGROUND)
     self.title.offset_x = x
     self.title.offset_y = y
     self.assets = []
     PicassoAsset.__init__(self, None, x, y)
Example #3
0
class DialogAsset(PicassoAsset):
    _BORDER_PIXELS = 5
    _TITLE_HEIGHT_PIXELS = 25

    def __init__(self, x, y, title, width=400, height=200, colour=BROWN):
        self.colour = colour
        self.background = pygame.Surface((width, height))
        self.width = width
        self.height = height
        self.title = ClickableAsset(
            self._BORDER_PIXELS, self._BORDER_PIXELS,
            width - 2 * self._BORDER_PIXELS,
            self._TITLE_HEIGHT_PIXELS - self._BORDER_PIXELS, '')
        # HAX, f**k it, make go now
        self.title_background = ScaledImageAsset(0, 0, width,
                                                 self._TITLE_HEIGHT_PIXELS,
                                                 TITLE_BACKGROUND)
        self.title_text = CentredTextAsset(0,
                                           2,
                                           width,
                                           self._TITLE_HEIGHT_PIXELS,
                                           "== %s ==" % title,
                                           size=16,
                                           bold=True)
        self.body = ScaledImageAsset(0, self._TITLE_HEIGHT_PIXELS, width,
                                     height - self._TITLE_HEIGHT_PIXELS,
                                     BODY_BACKGROUND)
        self.title.offset_x = x
        self.title.offset_y = y
        self.assets = []
        PicassoAsset.__init__(self, None, x, y)

    def draw(self):
        self.background.fill(BLACK)
        # pygame.draw.rect(self.background, self.colour, pygame.Rect(
        #    self._BORDER_PIXELS, self._BORDER_PIXELS,
        #    self.width - 2 * self._BORDER_PIXELS,
        #    self.height - 2 * self._BORDER_PIXELS,
        # ))
        # pygame.draw.line(self.background, BLACK,
        #    (0, self._TITLE_HEIGHT_PIXELS),
        #    (self.width, self._TITLE_HEIGHT_PIXELS),
        #    self._BORDER_PIXELS,
        # )
        self.background.blit(self.title.draw(), self.title.get_coordinate())
        self.background.blit(self.title_background.draw(),
                             self.title_background.get_coordinate())
        self.background.blit(self.title_text.draw(),
                             self.title_text.get_coordinate())
        self.background.blit(self.body.draw(), self.body.get_coordinate())
        assets = list(self.assets)
        for asset in assets:
            self.background.blit(
                asset.draw(), (asset.x, self._TITLE_HEIGHT_PIXELS + asset.y))
        return self.background

    def dialog_height(self):
        return self.height - self._TITLE_HEIGHT_PIXELS

    def add_text(self, rel_x, rel_y, text, size=18):
        new_asset = TextAsset(0, 0, text, size=size)
        if rel_x == None:
            rel_x = (self.width - new_asset.get_width()) / 2
        if rel_y == None:
            rel_y = (self.height - self._TITLE_HEIGHT_PIXELS -
                     new_asset.get_height()) / 2
        new_asset.x = rel_x
        new_asset.y = rel_y
        self.assets.append(new_asset)
        return new_asset

    def being_dragged(self, pos=None):
        return self.title.mouse_hovering(pos)

    def move_to(self, x, y):
        self.x = x
        self.y = y
        self.title.offset_x = x
        self.title.offset_y = y

        for asset in self.assets:
            asset.offset_x = x
            asset.offset_y = y

    def finished(self):
        return True

    def drag_dialog(self):
        # pygame doesn't properly set relative position on first call for some
        # reason...
        pygame.mouse.get_rel()
        self.title.force_highlight = True
        while pygame.mouse.get_pressed()[0]:
            mouse_delta = pygame.mouse.get_rel()
            new_x = max(self.x + mouse_delta[0], 0)
            new_x = min(new_x, get_picasso().get_width() - self.width)

            new_y = max(self.y + mouse_delta[1], 0)
            new_y = min(new_y, get_picasso().get_height() - self.height)

            self.move_to(new_x, new_y)
            time.sleep(0)
            pump()
        self.title.force_highlight = False
Example #4
0
class DialogAsset(PicassoAsset):
    _BORDER_PIXELS = 5
    _TITLE_HEIGHT_PIXELS = 25

    def __init__(self, x, y, title, width=400, height=200, colour=BROWN):
        self.colour = colour
        self.background = pygame.Surface((width, height))
        self.width = width
        self.height = height
        self.title = ClickableAsset(
            self._BORDER_PIXELS,
            self._BORDER_PIXELS,
            width - 2 * self._BORDER_PIXELS,
            self._TITLE_HEIGHT_PIXELS - self._BORDER_PIXELS,
            ''
        )
        # HAX, f**k it, make go now
        self.title_background = ScaledImageAsset(0, 0, width, 
            self._TITLE_HEIGHT_PIXELS, TITLE_BACKGROUND)
        self.title_text = CentredTextAsset(0, 2, width, 
            self._TITLE_HEIGHT_PIXELS, "== %s ==" % title, size=16, bold=True)
        self.body = ScaledImageAsset(
            0, self._TITLE_HEIGHT_PIXELS, width, 
            height - self._TITLE_HEIGHT_PIXELS, BODY_BACKGROUND)
        self.title.offset_x = x
        self.title.offset_y = y
        self.assets = []
        PicassoAsset.__init__(self, None, x, y)

    def draw(self):
        self.background.fill(BLACK)
        #pygame.draw.rect(self.background, self.colour, pygame.Rect(
        #    self._BORDER_PIXELS, self._BORDER_PIXELS, 
        #    self.width - 2 * self._BORDER_PIXELS,
        #    self.height - 2 * self._BORDER_PIXELS,
        #))
        #pygame.draw.line(self.background, BLACK, 
        #    (0, self._TITLE_HEIGHT_PIXELS),
        #    (self.width, self._TITLE_HEIGHT_PIXELS),
        #    self._BORDER_PIXELS,
        #)
        self.background.blit(self.title.draw(), self.title.get_coordinate())
        self.background.blit(self.title_background.draw(), 
            self.title_background.get_coordinate())
        self.background.blit(self.title_text.draw(),
            self.title_text.get_coordinate())
        self.background.blit(self.body.draw(), self.body.get_coordinate())
        assets = list(self.assets)
        for asset in assets:
            self.background.blit(asset.draw(), (asset.x, 
                self._TITLE_HEIGHT_PIXELS + asset.y
            ))
        return self.background

    def dialog_height(self):
        return self.height - self._TITLE_HEIGHT_PIXELS

    def add_text(self, rel_x, rel_y, text, size=18):
        new_asset = TextAsset(0, 0, text, size=size)
        if rel_x == None:
            rel_x = (self.width - new_asset.get_width()) / 2
        if rel_y == None:
            rel_y = (self.height - self._TITLE_HEIGHT_PIXELS - \
                    new_asset.get_height()) / 2
        new_asset.x = rel_x
        new_asset.y = rel_y
        self.assets.append(new_asset)
        return new_asset

    def being_dragged(self, pos=None):
        return self.title.mouse_hovering(pos)

    def move_to(self, x, y):
        self.x = x
        self.y = y
        self.title.offset_x = x
        self.title.offset_y = y
        
        for asset in self.assets:
            asset.offset_x = x
            asset.offset_y = y

    def finished(self):
        return True

    def drag_dialog(self):
        # pygame doesn't properly set relative position on first call for some
        # reason...
        pygame.mouse.get_rel()
        self.title.force_highlight = True
        while pygame.mouse.get_pressed()[0]:
            mouse_delta = pygame.mouse.get_rel()
            new_x = max(self.x + mouse_delta[0], 0)
            new_x = min(new_x, get_picasso().get_width() - self.width)
    
            new_y = max(self.y + mouse_delta[1], 0)
            new_y = min(new_y, get_picasso().get_height() - self.height)

            self.move_to(new_x, new_y)
            time.sleep(0)
            pump()
        self.title.force_highlight = False