コード例 #1
0
ファイル: text1.py プロジェクト: JonahBrooks/Portfolio
from pgu import text

pygame.font.init()

screen = pygame.display.set_mode((640,480),SWSURFACE)
fg = (0,0,0)
bg = (0,192,255)
screen.fill(bg)
bg = (255,255,255)

font = pygame.font.SysFont("default", 24)

##::
text.write(screen,font,(0,0),bg,"Hello World!")
text.writec(screen,font,bg,"Centered Text")
text.writepre(screen,font,pygame.Rect(160,48,320,100),fg,"""This is some
preformatted
    t e  x   t""")
text.writewrap(screen,font,pygame.Rect(160,268,320,100),fg,"""This is some text that will wrap automatically. This is some text that will wrap automatically.
 
This is some text that will wrap automatically. This is some text that will wrap automatically.""")
##
    
pygame.display.flip()

_quit = 0
while not _quit:
    for e in pygame.event.get():
        if e.type is QUIT: _quit = 1
    pygame.time.wait(10)
コード例 #2
0
ファイル: gui.py プロジェクト: joecrop/SDMO
def main():
    """this function is called when the program starts.
       it initializes everything it needs, then runs in
       a loop until the function returns."""
    global lines

    #Initialize Everything
    pygame.init()
    pygame.font.init()
    font = pygame.font.SysFont("default", 18)
    fontBig = pygame.font.SysFont("default", 24)
    fontSub = pygame.font.SysFont("default", 20)

    screen = pygame.display.set_mode(screenSize)
    pygame.display.set_caption('GUI Test - PGU')

    # create GUI object
    gui = pgui.App()
    textArea = pygame.Rect(370, 20, 250, 320)

    # layout using document
    lo = pgui.Container(width=350)

    # create page label
    #lo.block(align=-1) #lo.br(8) #lo.tr()
    title = pgui.Label("Pygame GUI Test Page - PGU", font=fontBig) 
    lo.add(title,29,13)

    # create progress bar label
    # progress bar
    pbl = pgui.Label("Progress Bar Not Supported") 
    lo.add(pbl,354,371)

    # create checkbuttons and add to gui
    cbt = pgui.Table()
    cb1 = pgui.Switch()
    cb1.connect(pgui.CHANGE, logCheckAction, (cb1, "Check Box 1"))
    cb1l = pgui.Label("Check Box 1")
    cbt.add(cb1)
    cbt.add(cb1l)
    cbt.tr()
    cb2 = pgui.Switch()
    cb2.connect(pgui.CHANGE, logCheckAction, (cb2, "Check Box 2"))
    cb2l = pgui.Label("Check Box 2")
    cbt.add(cb2)
    cbt.add(cb2l)
    cbt.tr()
    cb3 = pgui.Switch()
    cb3.connect(pgui.CHANGE, logCheckAction, (cb3, "Check Box 3"))
    cb3l = pgui.Label("Check Box 3")
    cbt.add(cb3)
    cbt.add(cb3l)
    lo.add(cbt,52,52)

    # create radio buttons, put in table, and add to gui
    rbt = pgui.Table()
    radio = pgui.Group()
    rb1 = pgui.Radio(radio, 1)
    rb1l = pgui.Label("Radio Button 1")
    rbt.add(rb1)
    rbt.add(rb1l)
    rbt.tr()
    rb2 = pgui.Radio(radio, 2)
    rb2l = pgui.Label("Radio Button 2")
    rbt.add(rb2)
    rbt.add(rb2l)
    rbt.tr()
    rb3 = pgui.Radio(radio, 3)
    rb3l = pgui.Label("Radio Button 3")
    rbt.add(rb3)
    rbt.add(rb3l)
    rbt.tr()
    lo.add(rbt,210,52)
    radio.connect(pgui.CHANGE, logRadioAction, (radio, "Radio Button 3"))

    # create txt box label
    txtl = pgui.Label("Text Box", font=fontSub)
    lo.add(txtl,30,127) 
    # create text box
    txt = pgui.Input("next line of input", size=45)
    txt.connect(pgui.BLUR, logInputAction, txt)
    lo.add(txt,28,149)

    # add buttons, both regular and toggle
    btn1 = pgui.Button("Button 1")
    btn1.connect(pgui.CLICK, logButtonAction, ("Button 1 clicked"))
    lo.add(btn1,36,250)
    btn2 = pgui.Button("Button 2")
    btn2.connect(pgui.CLICK, logButtonAction, ("Button 2 clicked"))
    lo.add(btn2,133,250)
    btn3 = pgui.Button("Button 3")
    btn3.connect(pgui.CLICK, logButtonAction, ("Button 3 clicked"))
    lo.add(btn3,230,250)

    # create toggle button not avail label
    tbl = pgui.Label("Toggle Buttons Not Supported")
    lo.add(tbl,36,290)
    iml = pgui.Label("Image Map Not Supported")
    lo.add(iml,36,340)

    # create slider label
    sll = pgui.Label("Slider", font=fontSub)
    lo.add(sll,36,195)
    # create slider
    sl = pgui.HSlider(value=1,min=0,max=100,size=32,width=200,height=16)
    sl.connect(pgui.CHANGE, logSliderAction, sl)
    lo.add(sl,53,210) #, colspan=3)

    # make some insensitive
    btn2.style.disabled = True
    cb3.style.disabled = True

    # clear setup noise, and put initial content in
    lines = []
    lines.append('top line of input')
    lines.append('second line of input')

    gui.init(lo)

    #Main Loop
    while 1:

        #Handle Input Events
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return

            # pass event to gui
            gui.event(event)

        # clear background, and draw clock-spinner
        screen.fill((250, 250, 250))
        radius = 30
        spinPos = 240, 362
        sp2 = spinPos[0]+1, spinPos[1]
        progressAngle = int(time.time() % 15 * 24 - 90) #60
        pygame.draw.circle(screen, (180, 180, 180), spinPos, radius, 0)
        for angle in range(-90, progressAngle):
            a = angle*math.pi/180
            tgt = radius*math.cos(a)+spinPos[0], \
                  radius*math.sin(a)+spinPos[1]
            pygame.draw.line(screen, (254,254,254), spinPos, tgt, 2)
        pygame.draw.circle(screen, (0,0,0), spinPos, radius, 2)
        pygame.draw.circle(screen, (0,0,0), spinPos, radius+1, 3)
        pygame.draw.circle(screen, (0,0,0), sp2, radius, 2)
        pygame.draw.circle(screen, (0,0,0), sp2, radius+1, 3)
        pygame.draw.line(screen, (0,0,0), spinPos, tgt, 2)
        tgt = spinPos[0], spinPos[1]-radius
        pygame.draw.line(screen, (0,0,0), spinPos, tgt, 2)

        # Draw GUI
        gui.paint(screen)
        edText = "\n".join(lines)
        text.writepre(screen, font, textArea, (0,0,0), edText)

        pygame.display.flip()
コード例 #3
0
	# create slider label
	sll = pgui.Label("Slider",font=fontBig)
	lo.add(sll,36,195)
	# create slider
	sl = pgui.HSlider(value=1,min=0,max=100,size=32,width=200,height=16)
	sl.connect(pgui.CHANGE, logSliderAction, sl)
	lo.add(sl,53,210) #, colspan=3)

	# clear setup noise, and put initial content in
	lines = []
	lines.append('top line of input')
	lines.append('second line of input')

	gui.init(lo)

	running = True
	while running:
		for event in pygame.event.get():
			if event.type == QUIT:
				pygame.mouse.set_cursor(*pygame.cursors.arrow)
				running = False
			controller.handle_keystroke_event(event)
		model.update_model()
		view.draw()
		time.sleep(.01)

		# Draw GUI
        gui.paint(screen)
        edText = "\n".join(lines)
        text.writepre(screen, font, textArea, (0,0,0), edText)
	pygame.quit()
コード例 #4
0
pygame.font.init()

screen = pygame.display.set_mode((640, 480), SWSURFACE)
fg = (0, 0, 0)
bg = (0, 192, 255)
screen.fill(bg)
bg = (255, 255, 255)

font = pygame.font.SysFont("default", 24)

##::
text.write(screen, font, (0, 0), bg, "Hello World!")
text.writec(screen, font, bg, "Centered Text")
text.writepre(screen, font, pygame.Rect(160, 48, 320, 100), fg, """This is some
preformatted
    t e  x   t""")
text.writewrap(
    screen, font, pygame.Rect(160, 268, 320, 100), fg,
    """This is some text that will wrap automatically. This is some text that will wrap automatically.
 
This is some text that will wrap automatically. This is some text that will wrap automatically."""
)
##

pygame.display.flip()

_quit = 0
while not _quit:
    for e in pygame.event.get():
        if e.type == QUIT: _quit = 1
コード例 #5
0
ファイル: main.py プロジェクト: suzanshakya/callbreak
def setplayer():   
    global lines, txts
    pygame.init()
    pygame.font.init()
    font = pygame.font.SysFont("monospace", 18)
    # fontBig = pygame.font.SysFont("monospace", 18)
    # fontSub = pygame.font.SysFont("monospace", 18)
    screen = pygame.display.set_mode(screenSize)
    gui = pgui.App()
    textArea1 = pygame.Rect(370, 20, 250, 320)
    textArea2 = pygame.Rect(370, 30, 250, 320)
    textArea3 = pygame.Rect(370, 40, 250, 320)
    textArea4 = pygame.Rect(370, 50, 250, 320)


    # layout using document
    lo = pgui.Container(width=350)

    # create page label
    # lo.block(align=-1) #lo.br(8) #lo.tr()
    title = pgui.Label("CallBreak Player Name Setting", font=font) 
    lo.add(title,29,13)

    # create txt box label
    txtl1 = pgui.Label("Ai1", font=font)
    lo.add(txtl1,1,151) 
    txtl2 = pgui.Label("Ai2", font=font)
    lo.add(txtl2,1,170) 
    txtl3 = pgui.Label("Ai3", font=font)
    lo.add(txtl3,1,190) 
    txtl4 = pgui.Label("You", font=font)
    lo.add(txtl4,1,210) 

    # create text box
    txt1 = pgui.Input(None, size=45)
    txt1.connect(pgui.BLUR, logInputAction, txt1)
    lo.add(txt1,35,149)
    # name.append(txt1)
    txts.append(txt1)
    
    txt2 = pgui.Input(None, size=45)
    txt2.connect(pgui.BLUR, logInputAction, txt2)
    lo.add(txt2,35,169)
    txts.append(txt2)
    # name.append(txt2)
    txt3 = pgui.Input(None, size=45)
    txt3.connect(pgui.BLUR, logInputAction, txt3)
    lo.add(txt3,35,189)
    txts.append(txt3)
    txt4 = pgui.Input(None, size=45)
    txt4.connect(pgui.BLUR, logInputAction, txt4)
    lo.add(txt4,35,209)
    txts.append(txt4)
   

    btn1 = pgui.Button("OK")
    btn1.connect(pgui.CLICK, lambda: btnOk())
    lo.add(btn1,36,250)

    btn2 = pgui.Button("Cancel")
    btn2.connect(pgui.CLICK, btnCnl)
    lo.add(btn2,133,250)  

    screen.fill(WHITE)

    gui.init(lo)
   
    while 1:
        #Handle Input Events
        time.sleep(0.03)
        for event in pygame.event.get():

            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return
        
        # pass event to gui
        gui.event(event)

        # clear background
        screen.fill((250, 250, 250))
        
        # Draw GUI
        gui.paint(screen)
        edText = "\n".join(lines)
        text.writepre(screen, font, textArea1, (0,0,0), edText)
        text.writepre(screen, font, textArea2, (1,1,1), edText)
        text.writepre(screen, font, textArea3, (2,2,2), edText)
        text.writepre(screen, font, textArea4, (3,3,3), edText)
        pygame.display.flip()
コード例 #6
0
ファイル: gui.py プロジェクト: altodyte/sparky_the_tadpole
def main():
    """this function is called when the program starts.
       it initializes everything it needs, then runs in
       a loop until the function returns."""
    global lines

    #Initialize Everything
    pygame.init()
    pygame.font.init()
    font = pygame.font.SysFont("default",12)
    fontBig = pygame.font.SysFont("default",16)
    fontSub = pygame.font.SysFont("default",8)

    screen = pygame.display.set_mode(screenSize)
    pygame.display.set_caption('GUI Test - PGU')

    # create GUI object
    gui = pgui.App()
    textArea = pygame.Rect(500, 20, 250, 320)

    # layout using document
    lo = pgui.Container(width=350)

    # create page label
    #lo.block(align=-1) #lo.br(8) #lo.tr()
    title = pgui.Label("PygameTest Page - PGU", font=fontBig) 
    lo.add(title,29,13)

    # create checkbuttons and add to gui
    cbt = pgui.Table()
    cb1 = pgui.Switch()
    cb1.connect(pgui.CHANGE, logCheckAction, (cb1, "Check Box 1"))
    cb1l = pgui.Label("Check1")
    cbt.add(cb1)
    cbt.add(cb1l)
    cbt.tr()
    cb2 = pgui.Switch()
    cb2.connect(pgui.CHANGE, logCheckAction, (cb2, "Check Box 2"))
    cb2l = pgui.Label("Check2")
    cbt.add(cb2)
    cbt.add(cb2l)
    cbt.tr()
    cb3 = pgui.Switch()
    cb3.connect(pgui.CHANGE, logCheckAction, (cb3, "Check Box 3"))
    cb3l = pgui.Label("Check3")
    cbt.add(cb3)
    cbt.add(cb3l)
    lo.add(cbt,52,52)

    # create radio buttons, put in table, and add to gui
    rbt = pgui.Table()
    radio = pgui.Group()
    rb1 = pgui.Radio(radio, 1)
    rb1l = pgui.Label("Mode 1")
    rbt.add(rb1)
    rbt.add(rb1l)
    rbt.tr()
    rb2 = pgui.Radio(radio, 2)
    rb2l = pgui.Label("Mode 2")
    rbt.add(rb2)
    rbt.add(rb2l)
    rbt.tr()
    rb3 = pgui.Radio(radio, 3)
    rb3l = pgui.Label("Mode 3")
    rbt.add(rb3)
    rbt.add(rb3l)
    rbt.tr()
    lo.add(rbt,210,52)
    radio.connect(pgui.CHANGE, logRadioAction, (radio, "Radio Button 3"))

    # create txt box label
    txtl = pgui.Label("Text", font=fontBig)
    lo.add(txtl,30,127) 
    # create text box
    txt = pgui.Input("next of input", size=45)
    txt.connect(pgui.BLUR, logInputAction, txt)
    lo.add(txt,28,149)

    # add buttons, both regular and toggle
    btn1 = pgui.Button("Button 1")
    btn1.connect(pgui.CLICK, logButtonAction, ("Button 1 clicked"))
    lo.add(btn1,36,250)
    btn2 = pgui.Button("Button 2")
    btn2.connect(pgui.CLICK, logButtonAction, ("Button 2 clicked"))
    lo.add(btn2,133,250)
    btn3 = pgui.Button("Button 3")
    btn3.connect(pgui.CLICK, logButtonAction, ("Button 3 clicked"))
    lo.add(btn3,230,250)

    # create slider label
    sll = pgui.Label("Slider",font=fontBig)
    lo.add(sll,36,195)
    # create slider
    sl = pgui.HSlider(value=1,min=0,max=100,size=32,width=200,height=16)
    sl.connect(pgui.CHANGE, logSliderAction, sl)
    lo.add(sl,53,210) #, colspan=3)

    # clear setup noise, and put initial content in
    lines = []
    lines.append('top line of input')
    lines.append('second line of input')

    gui.init(lo)

    #Main Loop
    while 1:

        #Handle Input Events
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return

            # pass event to gui
            gui.event(event)

        # clear background, and draw clock-spinner
        screen.fill((250, 250, 250))        

        # Draw GUI
        gui.paint(screen)
        edText = "\n".join(lines)
        text.writepre(screen, font, textArea, (0,0,0), edText)

        pygame.display.flip()
コード例 #7
0
def main():
    """this function is called when the program starts.
       it initializes everything it needs, then runs in
       a loop until the function returns."""
    global lines

    #Initialize Everything
    pygame.init()
    pygame.font.init()
    font = pygame.font.SysFont("default", 18)
    fontBig = pygame.font.SysFont("default", 24)
    fontSub = pygame.font.SysFont("default", 20)

    screen = pygame.display.set_mode(screenSize)
    pygame.display.set_caption('GUI Test - PGU')

    # create GUI object
    gui = pgui.App()
    textArea = pygame.Rect(370, 20, 250, 320)

    # layout using document
    lo = pgui.Container(width=350)

    # create page label
    #lo.block(align=-1) #lo.br(8) #lo.tr()
    title = pgui.Label("Pygame GUI Test Page - PGU", font=fontBig)
    lo.add(title, 29, 13)

    # create progress bar label
    # progress bar
    pbl = pgui.Label("Progress Bar Not Supported")
    lo.add(pbl, 354, 371)

    # create checkbuttons and add to gui
    cbt = pgui.Table()
    cb1 = pgui.Switch()
    cb1.connect(pgui.CHANGE, logCheckAction, (cb1, "Check Box 1"))
    cb1l = pgui.Label("Check Box 1")
    cbt.add(cb1)
    cbt.add(cb1l)
    cbt.tr()
    cb2 = pgui.Switch()
    cb2.connect(pgui.CHANGE, logCheckAction, (cb2, "Check Box 2"))
    cb2l = pgui.Label("Check Box 2")
    cbt.add(cb2)
    cbt.add(cb2l)
    cbt.tr()
    cb3 = pgui.Switch()
    cb3.connect(pgui.CHANGE, logCheckAction, (cb3, "Check Box 3"))
    cb3l = pgui.Label("Check Box 3")
    cbt.add(cb3)
    cbt.add(cb3l)
    lo.add(cbt, 52, 52)

    # create radio buttons, put in table, and add to gui
    rbt = pgui.Table()
    radio = pgui.Group()
    rb1 = pgui.Radio(radio, 1)
    rb1l = pgui.Label("Radio Button 1")
    rbt.add(rb1)
    rbt.add(rb1l)
    rbt.tr()
    rb2 = pgui.Radio(radio, 2)
    rb2l = pgui.Label("Radio Button 2")
    rbt.add(rb2)
    rbt.add(rb2l)
    rbt.tr()
    rb3 = pgui.Radio(radio, 3)
    rb3l = pgui.Label("Radio Button 3")
    rbt.add(rb3)
    rbt.add(rb3l)
    rbt.tr()
    lo.add(rbt, 210, 52)
    radio.connect(pgui.CHANGE, logRadioAction, (radio, "Radio Button 3"))

    # create txt box label
    txtl = pgui.Label("Text Box", font=fontSub)
    lo.add(txtl, 30, 127)
    # create text box
    txt = pgui.Input("next line of input", size=45)
    txt.connect(pgui.BLUR, logInputAction, txt)
    lo.add(txt, 28, 149)

    # add buttons, both regular and toggle
    btn1 = pgui.Button("Button 1")
    btn1.connect(pgui.CLICK, logButtonAction, ("Button 1 clicked"))
    lo.add(btn1, 36, 250)
    btn2 = pgui.Button("Button 2")
    btn2.connect(pgui.CLICK, logButtonAction, ("Button 2 clicked"))
    lo.add(btn2, 133, 250)
    btn3 = pgui.Button("Button 3")
    btn3.connect(pgui.CLICK, logButtonAction, ("Button 3 clicked"))
    lo.add(btn3, 230, 250)

    # create toggle button not avail label
    tbl = pgui.Label("Toggle Buttons Not Supported")
    lo.add(tbl, 36, 290)
    iml = pgui.Label("Image Map Not Supported")
    lo.add(iml, 36, 340)

    # create slider label
    sll = pgui.Label("Slider", font=fontSub)
    lo.add(sll, 36, 195)
    # create slider
    sl = pgui.HSlider(value=1, min=0, max=100, size=32, width=200, height=16)
    sl.connect(pgui.CHANGE, logSliderAction, sl)
    lo.add(sl, 53, 210)  #, colspan=3)

    # make some insensitive
    btn2.style.disabled = True
    cb3.style.disabled = True

    # clear setup noise, and put initial content in
    lines = []
    lines.append('top line of input')
    lines.append('second line of input')

    gui.init(lo)

    #Main Loop
    while 1:

        #Handle Input Events
        for event in pygame.event.get():
            if event.type == QUIT:
                return
            elif event.type == KEYDOWN and event.key == K_ESCAPE:
                return

            # pass event to gui
            gui.event(event)

        # clear background, and draw clock-spinner
        screen.fill((250, 250, 250))
        radius = 30
        spinPos = 240, 362
        sp2 = spinPos[0] + 1, spinPos[1]
        progressAngle = int(time.time() % 15 * 24 - 90)  #60
        pygame.draw.circle(screen, (180, 180, 180), spinPos, radius, 0)
        for angle in range(-90, progressAngle):
            a = angle * math.pi / 180
            tgt = radius*math.cos(a)+spinPos[0], \
                  radius*math.sin(a)+spinPos[1]
            pygame.draw.line(screen, (254, 254, 254), spinPos, tgt, 2)
        pygame.draw.circle(screen, (0, 0, 0), spinPos, radius, 2)
        pygame.draw.circle(screen, (0, 0, 0), spinPos, radius + 1, 3)
        pygame.draw.circle(screen, (0, 0, 0), sp2, radius, 2)
        pygame.draw.circle(screen, (0, 0, 0), sp2, radius + 1, 3)
        pygame.draw.line(screen, (0, 0, 0), spinPos, tgt, 2)
        tgt = spinPos[0], spinPos[1] - radius
        pygame.draw.line(screen, (0, 0, 0), spinPos, tgt, 2)

        # Draw GUI
        gui.paint(screen)
        edText = "\n".join(lines)
        text.writepre(screen, font, textArea, (0, 0, 0), edText)

        pygame.display.flip()