Exemple #1
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 def init(self):
     # Initialize the drawing window.
     pygame.init ()
     self.screen = pygame.display.set_mode ((400, 400))
     self.screen.fill ((250, 250, 250))
     pygame.display.set_caption ('Hexploration')
     
     # Draw a rectangle, which can moev around on the screen.
     self.rect = Draw.draw_rect (55, 40, (255, 0, 0))
     self.screen.blit (self.rect, (20, 20))
     self.x,self.y = 20, 20
 
     # Partial screen assignment for the Renderer.
     self.renderer = Renderer ()
     surface = pygame.Surface ((200, 400))
     self.renderer.screen = surface
     self.renderer.color = 100, 100, 100
 
     # Some widgets.
     button = Button ("Stop/Go")
     button.topleft = 10, 10
     button.connect_signal (SIG_CLICKED,self.Switch)
     self.entry = Entry ("Awesome...")
     self.entry.topleft = 30, 50
     self.renderer.add_widget (button, self.entry)
 
     # Blit the Renderer's contents at the desired position.
     self.renderer.topleft = 200,0
     self.screen.blit (self.renderer.screen, self.renderer.topleft)
 
     # Set up the tick event for timer based widgets.
     pygame.time.set_timer (Constants.SIG_TICK, 10)
Exemple #2
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    def draw_board(self):
        f1=self.coords[0]
        c1=self.coords[1]
        f2=f1+TILESHEIGHT
        c2=c1+TILESWIDTH

        if f2>=BOARDSIZE:
            f2=BOARDSIZE
            f1=f2-TILESHEIGHT
        if c2>=BOARDSIZE:
            c2=BOARDSIZE
            c1=c2-TILESHEIGHT

        for y in range(f1,f2):
            for x in range(c1,c2):
                a=self.W.board.cell((x,y))
                if a.is_hab():
                    id=a.hab[0]
                    color=self.W.habs[id].color
                elif a.has_food(CARN):
                    color=RED
                elif a.has_food(HERB):
                    color=GREEN
                else:
                    color=BROWN
                pygame.draw.rect(self.re.screen,color,((y-f1)*TILESIZE,(x-c1)*TILESIZE,TILESIZE,TILESIZE))
                rect=Draw.draw_rect(TILESIZE,TILESIZE,color)
                # Draws each tile in the board
                self.screen.blit(rect,((y-f1)*TILESIZE,(x-c1)*TILESIZE))
Exemple #3
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    def draw (self):
        """V.draw () -> None

        Draws the VScale surface and its slider.
        """
        Scale.draw (self)
        cls = self.__class__
        style = base.GlobalStyle
        border = style.get_border_size (cls, self.style,
                                        StyleInformation.get ("SCALE_BORDER"))
        active = StyleInformation.get ("ACTIVE_BORDER")
        border_active = style.get_border_size (cls, self.style, active)
        slider = StyleInformation.get ("VSCALE_SLIDER_SIZE")

        # Creates the slider surface.
        sf_slider = style.engine.draw_slider (slider[0], slider[1], self.state,
                                              cls, self.style)
        rect_slider = sf_slider.get_rect ()

        # Dashed border.
        if self.focus:
            b = border + border_active
            r = Rect (b, b, rect_slider.width - 2 * b,
                      rect_slider.height - 2 * b)
            style.engine.draw_border \
                            (sf_slider, self.state, cls, self.style, active, r,
                             StyleInformation.get ("ACTIVE_BORDER_SPACE"))

        size = self.width / 3 - 2 * border, self.height - 2 * border

        # Fill the scale line.
        sf_fill = Draw.draw_rect (size[0], size[1],
                                  StyleInformation.get ("SCALE_COLOR"))
        self.image.blit (sf_fill, (self.width / 3 + border, border))

        # Blit slider at the correct position.
        rect_slider.centerx = self.image.get_rect ().centerx
        rect_slider.centery = self._get_coords_from_value ()
        self.image.blit (sf_slider, rect_slider)

        # Fill until the slider start.
        if rect_slider.y > 0:
            sf_fill = Draw.draw_rect (size[0], rect_slider.y - border,
                                      StyleInformation.get ("PROGRESS_COLOR"))
            self.image.blit (sf_fill, (self.width / 3 + border, border))
Exemple #4
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    def draw(self):
        """V.draw () -> None

        Draws the VScale surface and its slider.
        """
        Scale.draw(self)
        cls = self.__class__
        style = base.GlobalStyle
        border = style.get_border_size(cls, self.style,
                                       StyleInformation.get("SCALE_BORDER"))
        active = StyleInformation.get("ACTIVE_BORDER")
        border_active = style.get_border_size(cls, self.style, active)
        slider = StyleInformation.get("VSCALE_SLIDER_SIZE")

        # Creates the slider surface.
        sf_slider = style.engine.draw_slider(slider[0], slider[1], self.state,
                                             cls, self.style)
        rect_slider = sf_slider.get_rect()

        # Dashed border.
        if self.focus:
            b = border + border_active
            r = Rect(b, b, rect_slider.width - 2 * b,
                     rect_slider.height - 2 * b)
            style.engine.draw_border \
                            (sf_slider, self.state, cls, self.style, active, r,
                             StyleInformation.get ("ACTIVE_BORDER_SPACE"))

        size = self.width / 3 - 2 * border, self.height - 2 * border

        # Fill the scale line.
        sf_fill = Draw.draw_rect(size[0], size[1],
                                 StyleInformation.get("SCALE_COLOR"))
        self.image.blit(sf_fill, (self.width / 3 + border, border))

        # Blit slider at the correct position.
        rect_slider.centerx = self.image.get_rect().centerx
        rect_slider.centery = self._get_coords_from_value()
        self.image.blit(sf_slider, rect_slider)

        # Fill until the slider start.
        if rect_slider.y > 0:
            sf_fill = Draw.draw_rect(size[0], rect_slider.y - border,
                                     StyleInformation.get("PROGRESS_COLOR"))
            self.image.blit(sf_fill, (self.width / 3 + border, border))
    def draw (self):
        """_L.draw () -> Surface

        Draws the _ListViewPort surface and returns it.

        Creates the visible surface of the _ListViewPort and returns it
        to the caller.
        """
        cls = self.scrolledlist.__class__
        style = base.GlobalStyle
        st = self.scrolledlist.style or style.get_style (cls)

        border = style.get_border_size (cls, self.style, BORDER_FLAT)
        color = style.get_style_entry (cls, st, "selcolor", self.state)
        
        width, height = self._update_items ()
        # The surface of the view should match the visible area, if it
        # is smaller.
        tmp = self.scrolledlist.get_visible_area ()[0] - \
              self.scrolledlist.padding - 2 * border
        if (width > 0) and (width < tmp):
            width = tmp
        surface = style.draw_rect (width, height, self.state, cls, self.style)

        posy = 0
        for item in self.itemcollection:
            # The items are already up to date, so we just need to blit
            # their surfaces.
            if item.selected:
                sel_height = item.rect.height + 2 * border
                surface_select = Draw.draw_rect (width, sel_height, color)
                surface_select = style.draw_border (surface_select, self.state,
                                                    cls, self.style,
                                                    BORDER_FLAT, space=1)
                item.rect.x = border
                item.rect.y = border
                surface_select.blit (item.image, item.rect)
                item.rect.y += posy # Set the correct position.
                surface.blit (surface_select, (0, posy))
            else:
                item.rect.x = border
                item.rect.y = posy + border
                surface.blit (item.image, item.rect)

            posy += item.rect.height + self.scrolledlist.spacing + 2 * border
        return surface
Exemple #6
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    def _draw_axes(self, surface, rect, origin, unitx, unity):
        """G._draw_axes (...) -> None

        Draws the coordinate axes on the surface.
        """
        style = base.GlobalStyle
        cls = self.__class__

        if self.orientation == ORIENTATION_VERTICAL:
            right = (origin[0], rect.bottom)
            left = (origin[0], rect.top)
            top = (rect.right, origin[1])
            bottom = (rect.left, origin[1])
        else:
            left = (rect.left, origin[1])
            right = (rect.right, origin[1])
            top = (origin[0], rect.top)
            bottom = (origin[0], rect.bottom)
        start = None
        end = None
        scx = 1
        scy = 1

        # Draw both, positive and negative axes
        if self.negative:
            Draw.draw_line(surface, self._axiscolor, left, right, 1)
            Draw.draw_line(surface, self._axiscolor, bottom, top, 1)
        else:
            Draw.draw_line(surface, self._axiscolor, origin, right, 1)
            Draw.draw_line(surface, self._axiscolor, origin, top, 1)

        # Axis names and units.
        if self.show_names:
            st = "%s / %s " % (self.axes[0], self.scale_units[0])
            surface_x = style.engine.draw_string(st, self.state, cls,
                                                 self.style)

            st = "%s / %s " % (self.axes[1], self.scale_units[1])
            surface_y = style.engine.draw_string(st, self.state, cls,
                                                 self.style)

            rect_sx = surface_x.get_rect()
            rext_sy = surface_y.get_rect()
            if self.orientation == ORIENTATION_VERTICAL:
                surface.blit(surface_x,
                             (right[0] - 1 - 2 * scx - rect_sx.width,
                              right[1] - rect_sx.height))
                surface.blit(surface_y,
                             (top[0] - rect_sy.width, top[1] + 1 + 2 * scy))
            else:
                surface.blit(
                    surface_x,
                    (right[0] - rect_sx.width, right[1] + 1 + 2 * scx))
                surface.blit(surface_y, (top[0] + 1 + 2 * scy, top[1]))

        # Draw the scale unit marks.
        # From the origin right and up
        y = origin[1]
        x = origin[0]
        while y > rect.top:
            start = (origin[0] - scy, y)
            end = (origin[0] + scy, y)
            Draw.draw_line(surface, self._axiscolor, start, end, 1)
            y -= unity
        while x < rect.right:
            start = (x, origin[1] - scx)
            end = (x, origin[1] + scx)
            Draw.draw_line(surface, self._axiscolor, start, end, 1)
            x += unitx

        # From the origin down and left.
        if self.negative:
            y = origin[1]
            while y < rect.bottom:
                start = (origin[0] - scy, y)
                end = (origin[0] + scy, y)
                Draw.draw_line(surface, self._axiscolor, start, end, 1)
                y += unity
            x = origin[0]
            while x > rect.left:
                start = (x, origin[1] - scx)
                end = (x, origin[1] + scx)
                Draw.draw_line(surface, self._axiscolor, start, end, 1)
                x -= unitx
Exemple #7
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# Draw.draw_line () usage example.
import pygame, pygame.locals
from ocempgui.draw import Draw

# Initialize the drawing window.
pygame.init ()
screen = pygame.display.set_mode ((200, 200))
screen.fill ((250, 250, 250))
pygame.display.set_caption ('Draw.draw_line ()')

# Draw horizontal lines in different colors and sizes.
for i in range (10):
    val = i * 10
    Draw.draw_line (screen, (0 + val, 50 + val, 40 + 2 * val),
                    (5, val), (195, val), i)

# Draw vertical lines in different colors and sizes.
for i in range (10):
    val = i * 8
    Draw.draw_line (screen, (0 + 2 * val, 30 + val, 35 + 2 * val),
                    (5 + i * 10, 100), (5 + i * 10, 195), i)

# Draw a cross.
Draw.draw_line (screen, (0, 0, 0), (120, 100), (195, 195), 3)
Draw.draw_line (screen, (0, 0, 0), (195, 100), (120, 195), 3)

# Show anything.
pygame.display.flip ()

# Wait for input.
while not pygame.event.get ([pygame.locals.QUIT]):
    def _draw_axes (self, surface, rect, origin, unitx, unity):
        """G._draw_axes (...) -> None

        Draws the coordinate axes on the surface.
        """
        style = base.GlobalStyle
        cls = self.__class__

        if self.orientation == ORIENTATION_VERTICAL:
            right = (origin[0], rect.bottom)
            left = (origin[0], rect.top)
            top = (rect.right, origin[1])
            bottom = (rect.left, origin[1])
        else:
            left = (rect.left, origin[1])
            right = (rect.right, origin[1])
            top = (origin[0], rect.top)
            bottom = (origin[0], rect.bottom)
        start = None
        end = None
        scx = 1
        scy = 1

        # Draw both, positive and negative axes
        if self.negative:
            Draw.draw_line (surface, self._axiscolor, left, right, 1)
            Draw.draw_line (surface, self._axiscolor, bottom, top, 1)
        else:
            Draw.draw_line (surface, self._axiscolor, origin, right, 1)
            Draw.draw_line (surface, self._axiscolor, origin, top, 1)

        # Axis names and units.
        if self.show_names:
            st = "%s / %s " % (self.axes[0], self.scale_units[0])
            surface_x = style.engine.draw_string (st, self.state, cls,
                                                  self.style)

            st = "%s / %s " % (self.axes[1], self.scale_units[1])
            surface_y = style.engine.draw_string (st, self.state, cls,
                                                  self.style)

            rect_sx = surface_x.get_rect()
            rext_sy = surface_y.get_rect()
            if self.orientation == ORIENTATION_VERTICAL:
                surface.blit (surface_x,
                              (right[0] - 1 - 2 * scx - rect_sx.width,
                               right[1] - rect_sx.height))
                surface.blit (surface_y, (top[0] - rect_sy.width,
                                          top[1] + 1 + 2 * scy))
            else:
                surface.blit (surface_x, (right[0] - rect_sx.width,
                                          right[1] + 1 + 2 * scx))
                surface.blit (surface_y, (top[0] + 1 + 2 * scy, top[1]))
        
        # Draw the scale unit marks.
        # From the origin right and up 
        y = origin[1]
        x = origin[0]
        while y > rect.top:
            start = (origin[0] - scy, y)
            end = (origin[0] + scy, y)
            Draw.draw_line (surface, self._axiscolor, start, end, 1)
            y -= unity
        while x < rect.right:
            start = (x, origin[1] - scx)
            end = (x, origin[1] + scx)
            Draw.draw_line (surface, self._axiscolor, start, end, 1)
            x += unitx

        # From the origin down and left.
        if self.negative:
            y = origin[1]
            while y < rect.bottom:
                start = (origin[0] - scy, y)
                end = (origin[0] + scy, y)
                Draw.draw_line (surface, self._axiscolor, start, end, 1)
                y += unity
            x = origin[0]
            while x > rect.left:
                start = (x, origin[1] - scx)
                end = (x, origin[1] + scx)
                Draw.draw_line (surface, self._axiscolor, start, end, 1)
                x -= unitx
Exemple #9
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# Embedding example of the Renderer in an own pygame mainloop with
# partial screen assignment.
import sys, random
import pygame, pygame.locals
from ocempgui.draw import Draw
from ocempgui.widgets import *

# Initialize the drawing window.
pygame.init ()
screen = pygame.display.set_mode ((400, 400))
screen.fill ((250, 250, 250))
pygame.display.set_caption ('Draw.draw_rect ()')

# Draw a rectangle, which can moev around on the screen.
rect = Draw.draw_rect (55, 40, (255, 0, 0))
screen.blit (rect, (20, 20))
x, y = 20, 20

# Partial screen assignment for the Renderer.
renderer = Renderer ()
surface = pygame.Surface ((200, 200))
renderer.screen = surface
renderer.color = 100, 100, 100

# Some widgets.
button = Button ("Hello :-)")
button.topleft = 10, 10
entry = Entry ("Awesome...")
entry.topleft = 30, 50
renderer.add_widget (button, entry)
Exemple #10
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# Draw.draw_rect () usage example.
import random
import pygame, pygame.locals
from ocempgui.draw import Draw

# Initialize the drawing window.
pygame.init ()
screen = pygame.display.set_mode ((200, 200))
screen.fill ((250, 250, 250))
pygame.display.set_caption ('Draw.draw_rect ()')

# Draw rectangles with various colors.
rect = Draw.draw_rect (55, 40, (255, 0, 0))
screen.blit (rect, (5, 5))

rect = Draw.draw_rect (55, 40, (0, 255, 0))
screen.blit (rect, (65, 5))

rect = Draw.draw_rect (55, 40, (0, 0, 255))
screen.blit (rect, (125, 5))

# Draw encapsulated rectangles.
for i in range (30):
    val = i + 3
    rnd = (random.randint (0, 5), random.randint (0, 5), random.randint (0, 5))
    color = (rnd[0] * i + 100,  rnd[1] * i + 100, rnd[2] * i + 100)
    rect = Draw.draw_rect (100 - 2 * val, 100 - 2 * val, color)
    screen.blit (rect, (5 + val, 50 + val))

# Show anything.
pygame.display.flip ()
Exemple #11
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# Draw.draw_triangle () usage example.
import pygame, pygame.locals
from ocempgui.draw import Draw

# Initialize the drawing window.
pygame.init ()
screen = pygame.display.set_mode ((200, 200))
screen.fill ((250, 250, 250))
pygame.display.set_caption ('Draw.draw_triangle ()')

# Draw three triangles.
Draw.draw_triangle (screen, (255, 0, 0), (20, 5), (5, 30), (35, 30), 0)
Draw.draw_triangle (screen, (0, 255, 0), (25, 5), (40, 30), (55, 5), 0)
Draw.draw_triangle (screen, (0, 0, 255), (60, 5), (45, 30), (75, 30), 0)

# Draw a 'tunnel effect' of triangles.
for i in range (30):
     val = i + 3
     color = (val * 4, val * 7, val * 5)
     Draw.draw_triangle (screen, color, (5 + 2 * val, 50 + val),
                         (195 - 2 * val, 50 + val), (100, 195 - 2 * val), 1)

# Show anything.
pygame.display.flip ()

# Wait for input.
while not pygame.event.get ([pygame.locals.QUIT]):
    pass