コード例 #1
0
 def delta(self, rect: pg.Rect) -> pg.Rect:
     rect = rect.copy()
     rect.x = ceil(rect.x * self.dz + self.dx)
     rect.y = ceil(rect.y * self.dz + self.dy)
     rect.w = ceil(rect.w * self.dz)
     rect.h = ceil(rect.h * self.dz)
     return rect
コード例 #2
0
ファイル: scrollpanel.py プロジェクト: JLoosa/MCEdit-Unified
    def hscrollbar_rect(self):
        # Get the distance between the scroll buttons (d)
        slr, slt = self.scroll_left_rect().topright
        d = self.scroll_right_rect().left - slr
        # The predefined step value
        _s = self.cell_size[1]
        # Get the total step number
        n = float(self.virtual_width) / _s
        # Get the visible step number
        v = float(self.width) / _s
        s = float(d) / n
        w = s * v
        if isinstance(w, float):
            if w - int(w) > 0:
                w += 1

        left = max(
            slr, slr + (d * (float(self.hscroll) / self.virtual_width)) +
            self.hscroll_rel)
        r = Rect(left, slt, w, self.scroll_button_size)
        r.right = min(r.right, d + slr)
        r.inflate_ip(-4, -4)
        if r.w < 1:
            r.w = int(w)
        return r
コード例 #3
0
def redraw_home(win: pygame.Surface, code: str, color: tuple, input_rect: pygame.Rect, go: Button, lobby: Button):
	win.fill(WHITE)

	pygame.draw.rect(win, color, input_rect)
	code_surface = font.render(code, True, BLACK)
	win.blit(code_surface, (input_rect.x + 5, input_rect.y + 5))

	go.update(win)
	lobby.update(win)
	input_rect.w = max(150, code_surface.get_width() + 10)
コード例 #4
0
    def build_gui(self):
        super().build_gui()
        panel_rect = Rect(
            0, 0, 500,
            self.display.get_rect().height - (get_param('panel_padding') * 2))
        panel_rect.centerx = self.display.get_rect().centerx
        panel_rect.y = get_param('panel_padding')
        self.ui_elements['panel'] = UIPanel(panel_rect, 1, self.gui)
        # all other elements are relative
        scene_label_rect = Rect(0, 0, 400, get_param('element_height'))
        scene_label_rect.y = get_param('element_padding')
        scene_label_rect.centerx = panel_rect.w // 2  # midpoint of the panel
        self.ui_elements['scene_label'] = UILabel(scene_label_rect,
                                                  "Map Editor Load Map",
                                                  self.gui,
                                                  self.ui_elements['panel'])
        # buttons
        select_rect = Rect(0, 0, 400, get_param('element_height') * 3)
        select_rect.y = scene_label_rect.bottom + get_param('element_padding')
        select_rect.centerx = panel_rect.w // 2
        self.ui_elements['map_select'] = UISelectionList(
            select_rect, [f"Map {n}" for n in range(20)],
            self.gui,
            container=self.ui_elements['panel'])

        preview_rect = Rect(0, 0, 256, get_param('element_height') * 8)
        preview_rect.y = select_rect.bottom + get_param('element_padding')
        preview_rect.centerx = panel_rect.w // 2
        self.ui_elements['preview'] = UILabel(preview_rect, "PREVIEW AREA",
                                              self.gui,
                                              self.ui_elements['panel'])

        button_rect = Rect(0, 0, 200, get_param('element_height'))
        button_rect.y = preview_rect.bottom + get_param('element_padding')
        button_rect.centerx = (panel_rect.w // 2) - 100
        self.ui_elements['btn_load'] = UIButton(button_rect, "Load Map",
                                                self.gui,
                                                self.ui_elements['panel'])
        self.ui_elements['btn_load'].disable()
        button_rect.centerx = (panel_rect.w // 2) + 100
        self.ui_elements['btn_delete'] = UIButton(button_rect, "Delete Map",
                                                  self.gui,
                                                  self.ui_elements['panel'])
        self.ui_elements['btn_delete'].disable()
        button_rect.w = 400
        button_rect.centerx = panel_rect.w // 2
        button_rect.y += get_param('element_height') + get_param(
            'element_padding')
        self.ui_elements['btn_back'] = UIButton(button_rect, "Back", self.gui,
                                                self.ui_elements['panel'])
コード例 #5
0
    def world_to_screen_rect(self, rect: pg.Rect, is_world=True, clip=True):
        rect = rect.copy()
        if is_world:
            rect.x -= self.position[0]
            rect.y -= self.position[1]
        rect.x *= self.scale
        rect.y *= self.scale
        rect.w *= self.scale
        rect.h *= self.scale

        if self.cam_alignment[0] == self.ALIGNMENT_RIGHT:
            rect.x += self.display_port.x
        elif self.cam_alignment[0] == self.ALIGNMENT_CENTER:
            rect.x += self.display_port.x + (self.display_port.w // 2)
        elif self.cam_alignment[0] == self.ALIGNMENT_LEFT:
            rect.x += self.display_port.x + self.display_port.w
        if self.cam_alignment[1] == self.ALIGNMENT_BOTTOM:
            rect.y += self.display_port.y
        elif self.cam_alignment[1] == self.ALIGNMENT_CENTER:
            rect.y += self.display_port.y + (self.display_port.h // 2)
        elif self.cam_alignment[1] == self.ALIGNMENT_TOP:
            rect.y += self.display_port.y + self.display_port.h

        if clip:
            if rect.x < self.display_port.x:
                difference = self.display_port.x - rect.x
                rect.x += difference
                rect.w -= difference
            if rect.x + rect.w > self.display_port.x + self.display_port.w:
                difference = (rect.x + rect.w) - (self.display_port.x + self.display_port.w)
                rect.w -= difference

            if rect.y < self.display_port.y:
                difference = self.display_port.y - rect.y
                rect.y += difference
                rect.h -= difference
            if rect.y + rect.h > self.display_port.y + self.display_port.h:
                difference = (rect.y + rect.h) - (self.display_port.y + self.display_port.h)
                rect.h -= difference

            rect.w = max(rect.w, 0)
            rect.h = max(rect.h, 0)

        return rect
コード例 #6
0
 def build_gui(self):
     super().build_gui()
     panel_rect = Rect(
         0, 0, 500,
         self.display.get_rect().height - (get_param('panel_padding') * 2))
     panel_rect.centerx = self.display.get_rect().centerx
     panel_rect.y = get_param('panel_padding')
     self.ui_elements['panel'] = UIPanel(panel_rect, 1, self.gui)
     # all other elements are relative
     scene_label_rect = Rect(0, 0, 400, get_param('element_height'))
     scene_label_rect.y = get_param('element_padding')
     scene_label_rect.centerx = panel_rect.w // 2  # midpoint of the panel
     self.ui_elements['scene_label'] = UILabel(scene_label_rect,
                                               "Load Saved Game", self.gui,
                                               self.ui_elements['panel'])
     # buttons
     select_rect = Rect(0, 0, 400, get_param('element_height') * 3)
     select_rect.y = scene_label_rect.bottom + get_param('element_padding')
     select_rect.centerx = panel_rect.w // 2
     self.ui_elements['game_select'] = UISelectionList(
         select_rect, [f"Game {n}" for n in range(5)],
         self.gui,
         container=self.ui_elements['panel'])
     button_rect = Rect(0, 0, 200, get_param('element_height'))
     button_rect.y = select_rect.bottom + get_param('element_padding')
     button_rect.centerx = (panel_rect.w // 2) - 100
     self.ui_elements['btn_load'] = UIButton(button_rect, "Load Save",
                                             self.gui,
                                             self.ui_elements['panel'])
     self.ui_elements['btn_load'].disable()
     button_rect.centerx = (panel_rect.w // 2 + 100)
     self.ui_elements['btn_delete'] = UIButton(button_rect, "Delete Save",
                                               self.gui,
                                               self.ui_elements['panel'])
     self.ui_elements['btn_delete'].disable()
     button_rect.w = 400
     button_rect.centerx = panel_rect.w // 2
     button_rect.y += get_param('element_height') + get_param(
         'element_padding')
     self.ui_elements['btn_back'] = UIButton(button_rect, "Back", self.gui,
                                             self.ui_elements['panel'])
コード例 #7
0
    def hscrollbar_rect(self):
        # Get the distance between the scroll buttons (d)
        slr, slt = self.scroll_left_rect().topright
        d = self.scroll_right_rect().left - slr
        # The predefined step value
        _s = self.cell_size[1]
        # Get the total step number
        n = float(self.virtual_width) / _s
        # Get the visible step number
        v = float(self.width) / _s
        s = float(d) / n
        w = s * v
        if isinstance(w, float):
            if w - int(w) > 0:
                w += 1

        left = max(slr, slr + (d * (float(self.hscroll) / self.virtual_width)) + self.hscroll_rel)
        r = Rect(left, slt, w, self.scroll_button_size)
        r.right = min(r.right, d + slr)
        r.inflate_ip(-4, -4)
        if r.w < 1:
            r.w = int(w)
        return r
コード例 #8
0
def scale_rect(rectangle: pygame.Rect, scale=2):
    rectangle.x = rectangle.x * scale
    rectangle.y = rectangle.y * scale
    rectangle.w = rectangle.w * scale
    rectangle.h = rectangle.h * scale
    return rectangle
コード例 #9
0
    def build_gui(self):
        super().build_gui()
        panel_rect = Rect(
            0, 0, 500,
            self.display.get_rect().height - (get_param('panel_padding') * 2))
        panel_rect.centerx = self.display.get_rect().centerx
        panel_rect.y = get_param('panel_padding')
        self.ui_elements['panel'] = UIPanel(panel_rect, 1, self.gui)
        # all other elements are relative
        scene_label_rect = Rect(0, 0, 400, get_param('element_height'))
        scene_label_rect.y = get_param('element_padding')
        scene_label_rect.centerx = panel_rect.w // 2  # midpoint of the panel
        self.ui_elements['scene_label'] = UILabel(scene_label_rect,
                                                  "Generate Random Map",
                                                  self.gui,
                                                  self.ui_elements['panel'])
        # map size
        label_rect = Rect(0, 0, 150, get_param('element_height'))
        label_rect.y += scene_label_rect.bottom + get_param('element_padding')
        dd_rect = Rect(0, 0, 250, get_param('element_height'))
        dd_rect.y = label_rect.y
        label_rect.centerx = 125
        dd_rect.centerx = 325
        self.ui_elements['d_size_label'] = UILabel(label_rect, "Map Size",
                                                   self.gui,
                                                   self.ui_elements['panel'])
        self.ui_elements['dd_map_size'] = UIDropDownMenu(
            ['64', '128', '256'], '64', dd_rect, self.gui,
            self.ui_elements['panel'])
        # Seed
        label_rect.y += get_param('element_height') + get_param(
            'element_padding')
        ip_rect = Rect(0, 0, 180, get_param('element_height'))
        ip_rect.centerx = (panel_rect.w // 2) + 30
        ip_rect.y = label_rect.y
        s_btn_rect = Rect(0, 0, 60, get_param('element_height'))
        s_btn_rect.x = ip_rect.right + get_param('element_padding')
        s_btn_rect.y = ip_rect.y
        self.ui_elements['seed_label'] = UILabel(label_rect, 'Map Seed',
                                                 self.gui,
                                                 self.ui_elements['panel'])
        self.ui_elements['input_seed'] = UITextEntryLine(
            ip_rect, self.gui, self.ui_elements['panel'])
        self.ui_elements['btn_rnd_seed'] = UIButton(s_btn_rect, 'Random',
                                                    self.gui,
                                                    self.ui_elements['panel'])
        # I want to add two sliders, 1 for mountains and 1 for water, these would be used to control the upper
        # and lower limits of the height mapping.
        h_sl_ops = (0, 100)
        h_sl_sel = 50
        label_rect.y += get_param('element_height') + get_param(
            'element_padding')
        h_sl_rect = Rect(0, 0, 200, get_param('element_height'))
        h_sl_rect.centerx = (panel_rect.w //
                             2) + get_param('element_padding') + 30
        h_sl_rect.y = label_rect.y
        self.ui_elements['hsl_grass'] = UILabel(label_rect, 'Grass', self.gui,
                                                self.ui_elements['panel'])
        self.ui_elements['hs_grass'] = UIHorizontalSlider(
            h_sl_rect, h_sl_sel, h_sl_ops, self.gui, self.ui_elements['panel'])

        label_rect.y += get_param('element_height') + get_param(
            'element_padding')
        h_sl_rect.y = label_rect.y
        self.ui_elements['hsl_water'] = UILabel(label_rect, 'Water', self.gui,
                                                self.ui_elements['panel'])
        self.ui_elements['hs_water'] = UIHorizontalSlider(
            h_sl_rect, h_sl_sel, h_sl_ops, self.gui, self.ui_elements['panel'])

        label_rect.y += get_param('element_height') + get_param(
            'element_padding')
        h_sl_rect.y = label_rect.y
        self.ui_elements['hsl_mountain'] = UILabel(label_rect, 'Mountain',
                                                   self.gui,
                                                   self.ui_elements['panel'])
        self.ui_elements['hs_mountain'] = UIHorizontalSlider(
            h_sl_rect, h_sl_sel, h_sl_ops, self.gui, self.ui_elements['panel'])

        # buttons
        button_rect = Rect(0, 0, 200, get_param('element_height'))
        button_rect.centerx = panel_rect.w // 2
        button_rect.y = label_rect.bottom + get_param('element_padding')
        self.ui_elements['btn_preview'] = UIButton(button_rect,
                                                   "Generate Preview",
                                                   self.gui,
                                                   self.ui_elements['panel'])
        button_rect.w = 200
        button_rect.y += get_param('element_height') + get_param(
            'element_padding')
        button_rect.centerx = (panel_rect.w // 2) - 100
        self.ui_elements['btn_back'] = UIButton(button_rect, "Back", self.gui,
                                                self.ui_elements['panel'])
        # the apply button always starts off disabled
        button_rect.centerx = (panel_rect.w // 2) + 100
        self.ui_elements['btn_next'] = UIButton(button_rect, "Next", self.gui,
                                                self.ui_elements['panel'])
        pv_rect = Rect(0, 0, 300, 300)
        pv_rect.centerx = panel_rect.w // 2
        pv_rect.y = button_rect.bottom + get_param('element_padding')
        self.ui_elements['pv_image'] = UIImage(pv_rect, self.pv_img, self.gui,
                                               self.ui_elements['panel'])