def test_set_alpha(self, _init_pygame, default_ui_manager: UIManager): input_data = deque([ SimpleTestLayoutRect(dimensions=(50, 20)), SimpleTestLayoutRect(dimensions=(30, 20)), SimpleTestLayoutRect(dimensions=(90, 20)), SimpleTestLayoutRect(dimensions=(175, 20)), SimpleTestLayoutRect(dimensions=(50, 20)), SimpleTestLayoutRect(dimensions=(30, 20)), SimpleTestLayoutRect(dimensions=(90, 20)), SimpleTestLayoutRect(dimensions=(175, 20)) ]) layout = TextBoxLayout(input_data_queue=input_data, layout_rect=pygame.Rect(0, 0, 200, 300), view_rect=pygame.Rect(0, 0, 200, 150), line_spacing=1.0) layout_surface = layout.finalise_to_new() assert layout_surface.get_at((4, 4)) != pygame.Color(0, 0, 0, 0) layout.set_alpha(128) layout_surface = layout.finalised_surface assert layout_surface.get_at((4, 4)).a == 127
class UITextBox(UIElement, IUITextOwnerInterface): """ A Text Box element lets us display word-wrapped, formatted text. If the text to display is longer than the height of the box given then the element will automatically create a vertical scroll bar so that all the text can be seen. Formatting the text is done via a subset of HTML tags. Currently supported tags are: - <b></b> or <strong></strong> - to encase bold styled text. - <i></i>, <em></em> or <var></var> - to encase italic styled text. - <u></u> - to encase underlined text. - <a href='id'></a> - to encase 'link' text that can be clicked on to generate events with the id given in href. - <body bgcolor='#FFFFFF'></body> - to change the background colour of encased text. - <br> - to start a new line. - <font face='verdana' color='#000000' size=3.5></font> - To set the font, colour and size of encased text. More may be added in the future if needed or frequently requested. NOTE: if dimensions of the initial containing rect are set to -1 the text box will match the final dimension to whatever the text rendering produces. This lets us make dynamically sized text boxes depending on their contents. :param html_text: The HTML formatted text to display in this text box. :param relative_rect: The 'visible area' rectangle, positioned relative to it's container. :param manager: The UIManager that manages this element. :param wrap_to_height: False by default, if set to True the box will increase in height to match the text within. :param layer_starting_height: Sets the height, above it's container, to start placing the text box at. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. :param anchors: A dictionary describing what this element's relative_rect is relative to. :param visible: Whether the element is visible by default. Warning - container visibility may override this. """ def __init__(self, html_text: str, relative_rect: pygame.Rect, manager: IUIManagerInterface, wrap_to_height: bool = False, layer_starting_height: int = 1, container: Union[IContainerLikeInterface, None] = None, parent_element: UIElement = None, object_id: Union[ObjectID, str, None] = None, anchors: Dict[str, str] = None, visible: int = 1): super().__init__(relative_rect, manager, container, starting_height=layer_starting_height, layer_thickness=2, anchors=anchors, visible=visible) self._create_valid_ids(container=container, parent_element=parent_element, object_id=object_id, element_id='text_box') self.html_text = html_text self.appended_text = "" self.font_dict = self.ui_theme.get_font_dictionary() self.wrap_to_height = wrap_to_height self.link_hover_chunks = [] # container for any link chunks we have self.active_text_effect = None self.active_text_chunk_effects = [] self.scroll_bar = None self.scroll_bar_width = 20 self.border_width = None self.shadow_width = None self.padding = (5, 5) self.background_colour = None self.border_colour = None self.link_normal_colour = None self.link_hover_colour = None self.link_selected_colour = None self.link_normal_underline = False self.link_hover_underline = True self.link_style = None self.rounded_corner_offset = None self.text_box_layout = None # type: Optional[TextBoxLayout] self.text_wrap_rect = None # type: Optional[pygame.Rect] self.background_surf = None self.drawable_shape = None self.shape = 'rectangle' self.shape_corner_radius = None self.text_horiz_alignment = 'default' self.text_vert_alignment = 'default' self.text_horiz_alignment_padding = 0 self.text_vert_alignment_padding = 0 self.should_trigger_full_rebuild = True self.time_until_full_rebuild_after_changing_size = 0.2 self.full_rebuild_countdown = self.time_until_full_rebuild_after_changing_size self.parser = None self.rebuild_from_changed_theme_data() def kill(self): """ Overrides the standard sprite kill method to also kill any scroll bars belonging to this text box. """ if self.scroll_bar is not None: self.scroll_bar.kill() super().kill() def rebuild(self): """ Rebuild whatever needs building. """ if self.scroll_bar is not None: self.scroll_bar.kill() # The text_wrap_area is the part of the text box that we try to keep the text inside # of so that none of it overlaps. Essentially we start with the containing box, # subtract the border, then subtract the padding, then if necessary subtract the width # of the scroll bar self.rounded_corner_offset = int(self.shape_corner_radius - (math.sin(math.pi / 4) * self.shape_corner_radius)) self.text_wrap_rect = pygame.Rect( (self.rect[0] + self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset), (self.rect[1] + self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset), max(1, (self.rect[2] - (self.padding[0] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset))), max(1, (self.rect[3] - (self.padding[1] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset)))) if self.wrap_to_height or self.rect[3] == -1: self.text_wrap_rect.height = -1 if self.rect[2] == -1: self.text_wrap_rect.width = -1 drawable_area_size = (self.text_wrap_rect[2], self.text_wrap_rect[3]) # This gives us the height of the text at the 'width' of the text_wrap_area self.parse_html_into_style_data() if self.text_box_layout is not None: if self.wrap_to_height or self.rect[3] == -1 or self.rect[2] == -1: final_text_area_size = self.text_box_layout.layout_rect.size new_dimensions = ( (final_text_area_size[0] + (self.padding[0] * 2) + (self.border_width * 2) + (self.shadow_width * 2) + (2 * self.rounded_corner_offset)), (final_text_area_size[1] + (self.padding[1] * 2) + (self.border_width * 2) + (self.shadow_width * 2) + (2 * self.rounded_corner_offset))) self.set_dimensions(new_dimensions) # need to regen this because it was dynamically generated drawable_area_size = (max( 1, (self.rect[2] - (self.padding[0] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset))), max(1, (self.rect[3] - (self.padding[1] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset)))) elif self.text_box_layout.layout_rect.height > self.text_wrap_rect[ 3]: # We need a scrollbar because our text is longer than the space we # have to display it. This also means we need to parse the text again. text_rect_width = (self.rect[2] - (self.padding[0] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - self.rounded_corner_offset - self.scroll_bar_width) self.text_wrap_rect = pygame.Rect( (self.rect[0] + self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset), (self.rect[1] + self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset), max(1, text_rect_width), max(1, (self.rect[3] - (self.padding[1] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset)))) self.parse_html_into_style_data() percentage_visible = (self.text_wrap_rect[3] / self.text_box_layout.layout_rect.height) scroll_bar_position = (self.relative_rect.right - self.border_width - self.shadow_width - self.scroll_bar_width, self.relative_rect.top + self.border_width + self.shadow_width) scroll_bar_rect = pygame.Rect( scroll_bar_position, (self.scroll_bar_width, self.rect.height - (2 * self.border_width) - (2 * self.shadow_width))) self.scroll_bar = UIVerticalScrollBar(scroll_bar_rect, percentage_visible, self.ui_manager, self.ui_container, parent_element=self, visible=self.visible) self.join_focus_sets(self.scroll_bar) else: new_dimensions = (self.rect[2], self.rect[3]) self.set_dimensions(new_dimensions) theming_parameters = { 'normal_bg': self.background_colour, 'normal_border': self.border_colour, 'border_width': self.border_width, 'shadow_width': self.shadow_width, 'shape_corner_radius': self.shape_corner_radius } if self.shape == 'rectangle': self.drawable_shape = RectDrawableShape(self.rect, theming_parameters, ['normal'], self.ui_manager) elif self.shape == 'rounded_rectangle': self.drawable_shape = RoundedRectangleShape( self.rect, theming_parameters, ['normal'], self.ui_manager) self.background_surf = self.drawable_shape.get_fresh_surface() if self.scroll_bar is not None: height_adjustment = int(self.scroll_bar.start_percentage * self.text_box_layout.layout_rect.height) else: height_adjustment = 0 if self.rect.width <= 0 or self.rect.height <= 0: return drawable_area = pygame.Rect((0, height_adjustment), drawable_area_size) new_image = pygame.surface.Surface(self.rect.size, flags=pygame.SRCALPHA, depth=32) new_image.fill(pygame.Color(0, 0, 0, 0)) basic_blit(new_image, self.background_surf, (0, 0)) basic_blit( new_image, self.text_box_layout.finalised_surface, (self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset, self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset), drawable_area) self.set_image(new_image) self.link_hover_chunks = [] self.text_box_layout.add_chunks_to_hover_group(self.link_hover_chunks) self.should_trigger_full_rebuild = False self.full_rebuild_countdown = self.time_until_full_rebuild_after_changing_size def _align_all_text_rows(self): """ Aligns the text drawing position correctly according to our theming options. """ # Horizontal alignment if self.text_horiz_alignment != 'default': if self.text_horiz_alignment == 'center': self.text_box_layout.horiz_center_all_rows() elif self.text_horiz_alignment == 'left': self.text_box_layout.align_left_all_rows( self.text_horiz_alignment_padding) else: self.text_box_layout.align_right_all_rows( self.text_horiz_alignment_padding) # Vertical alignment if self.text_vert_alignment != 'default': if self.text_vert_alignment == 'center': self.text_box_layout.vert_center_all_rows() elif self.text_vert_alignment == 'top': self.text_box_layout.vert_align_top_all_rows( self.text_vert_alignment_padding) else: self.text_box_layout.vert_align_bottom_all_rows( self.text_vert_alignment_padding) def update(self, time_delta: float): """ Called once every update loop of the UI Manager. Used to react to scroll bar movement (if there is one), update the text effect (if there is one) and check if we are hovering over any text links (if there are any). :param time_delta: The time in seconds between calls to update. Useful for timing things. """ super().update(time_delta) if not self.alive(): return if self.scroll_bar is not None and self.scroll_bar.check_has_moved_recently( ): height_adjustment = int(self.scroll_bar.start_percentage * self.text_box_layout.layout_rect.height) drawable_area_size = (max( 1, (self.rect[2] - (self.padding[0] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset))), max(1, (self.rect[3] - (self.padding[1] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset)))) drawable_area = pygame.Rect((0, height_adjustment), drawable_area_size) if self.rect.width <= 0 or self.rect.height <= 0: return new_image = pygame.surface.Surface(self.rect.size, flags=pygame.SRCALPHA, depth=32) new_image.fill(pygame.Color(0, 0, 0, 0)) basic_blit(new_image, self.background_surf, (0, 0)) basic_blit(new_image, self.text_box_layout.finalised_surface, (self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset, self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset), drawable_area) self.set_image(new_image) mouse_x, mouse_y = self.ui_manager.get_mouse_position() should_redraw_from_layout = False if self.scroll_bar is not None: height_adjustment = (self.scroll_bar.start_percentage * self.text_box_layout.layout_rect.height) else: height_adjustment = 0 base_x = int(self.rect[0] + self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset) base_y = int(self.rect[1] + self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset - height_adjustment) for chunk in self.link_hover_chunks: hovered_currently = False hover_rect = pygame.Rect((base_x + chunk.x, base_y + chunk.y), chunk.size) if hover_rect.collidepoint(mouse_x, mouse_y) and self.rect.collidepoint( mouse_x, mouse_y): hovered_currently = True if chunk.is_hovered and not hovered_currently: chunk.on_unhovered() should_redraw_from_layout = True elif hovered_currently and not chunk.is_hovered: chunk.on_hovered() should_redraw_from_layout = True if should_redraw_from_layout: self.redraw_from_text_block() self.update_text_effect(time_delta) if self.should_trigger_full_rebuild and self.full_rebuild_countdown <= 0.0: self.rebuild() if self.full_rebuild_countdown > 0.0: self.full_rebuild_countdown -= time_delta def on_fresh_drawable_shape_ready(self): """ Called by an element's drawable shape when it has a new image surface ready for use, normally after a rebuilding/redrawing of some kind. """ self.background_surf = self.drawable_shape.get_fresh_surface() self.redraw_from_text_block() def set_relative_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the relative screen position of this text box, updating it's subordinate scroll bar at the same time. :param position: The relative screen position to set. """ super().set_relative_position(position) if self.scroll_bar is not None: scroll_bar_position = (self.relative_rect.right - self.border_width - self.shadow_width - self.scroll_bar_width, self.relative_rect.top + self.border_width + self.shadow_width) self.scroll_bar.set_relative_position(scroll_bar_position) def set_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the absolute screen position of this text box, updating it's subordinate scroll bar at the same time. :param position: The absolute screen position to set. """ super().set_position(position) if self.scroll_bar is not None: scroll_bar_position = (self.relative_rect.right - self.border_width - self.shadow_width - self.scroll_bar_width, self.relative_rect.top + self.border_width + self.shadow_width) self.scroll_bar.set_relative_position(scroll_bar_position) def set_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the dimensions of a text box. :param dimensions: The new dimensions to set. """ self.relative_rect.width = int(dimensions[0]) self.relative_rect.height = int(dimensions[1]) self.rect.size = self.relative_rect.size if dimensions[0] >= 0 and dimensions[1] >= 0: if self.relative_right_margin is not None: self.relative_right_margin = self.ui_container.rect.right - self.rect.right if self.relative_bottom_margin is not None: self.relative_bottom_margin = self.ui_container.rect.bottom - self.rect.bottom self._update_container_clip() # Quick and dirty temporary scaling to cut down on number of # full rebuilds triggered when rapid scaling if self.image is not None: if (self.full_rebuild_countdown > 0.0 and (self.relative_rect.width > 0 and self.relative_rect.height > 0)): new_image = pygame.surface.Surface(self.relative_rect.size, flags=pygame.SRCALPHA, depth=32) new_image.fill(pygame.Color('#00000000')) basic_blit(new_image, self.image, (0, 0)) self.set_image(new_image) if self.scroll_bar is not None: self.scroll_bar.set_dimensions( (self.scroll_bar.relative_rect.width, self.relative_rect.height - (2 * self.border_width) - (2 * self.shadow_width))) scroll_bar_position = (self.relative_rect.right - self.border_width - self.shadow_width - self.scroll_bar_width, self.relative_rect.top + self.border_width + self.shadow_width) self.scroll_bar.set_relative_position( scroll_bar_position) self.should_trigger_full_rebuild = True self.full_rebuild_countdown = self.time_until_full_rebuild_after_changing_size def parse_html_into_style_data(self): """ Parses HTML styled string text into a format more useful for styling pygame.freetype rendered text. """ self.parser.feed(translate(self.html_text) + self.appended_text) self.text_box_layout = TextBoxLayout( self.parser.layout_rect_queue, pygame.Rect((0, 0), (self.text_wrap_rect[2], self.text_wrap_rect[3])), pygame.Rect((0, 0), (self.text_wrap_rect[2], self.text_wrap_rect[3])), line_spacing=1.25) self.parser.empty_layout_queue() if self.text_wrap_rect[3] == -1: self.text_box_layout.view_rect.height = self.text_box_layout.layout_rect.height self._align_all_text_rows() self.text_box_layout.finalise_to_new() def redraw_from_text_block(self): """ Redraws the final parts of the text box element that don't include redrawing the actual text. Useful if we've just moved the position of the text (say, with a scroll bar) without actually changing the text itself. """ if self.rect.width <= 0 or self.rect.height <= 0: return if self.scroll_bar is not None: height_adjustment = int(self.scroll_bar.start_percentage * self.text_box_layout.layout_rect.height) percentage_visible = (self.text_wrap_rect[3] / self.text_box_layout.layout_rect.height) self.scroll_bar.set_visible_percentage(percentage_visible) else: height_adjustment = 0 drawable_area_size = (max( 1, (self.rect[2] - (self.padding[0] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset))), max(1, (self.rect[3] - (self.padding[1] * 2) - (self.border_width * 2) - (self.shadow_width * 2) - (2 * self.rounded_corner_offset)))) drawable_area = pygame.Rect((0, height_adjustment), drawable_area_size) new_image = pygame.surface.Surface(self.rect.size, flags=pygame.SRCALPHA, depth=32) new_image.fill(pygame.Color(0, 0, 0, 0)) basic_blit(new_image, self.background_surf, (0, 0)) basic_blit( new_image, self.text_box_layout.finalised_surface, (self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset, self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset), drawable_area) self.set_image(new_image) def redraw_from_chunks(self): """ Redraws from slightly earlier in the process than 'redraw_from_text_block'. Useful if we have redrawn individual chunks already (say, to change their style slightly after being hovered) and now want to update the text block with those changes without doing a full redraw. This won't work very well if redrawing a chunk changed it's dimensions. """ self.text_box_layout.finalise_to_new() self.redraw_from_text_block() def full_redraw(self): """ Trigger a full redraw of the entire text box. Useful if we have messed with the text chunks in a more fundamental fashion and need to reposition them (say, if some of them have gotten wider after being made bold). NOTE: This doesn't re-parse the text of our box. If you need to do that, just create a new text box. """ self.text_box_layout.reprocess_layout_queue( pygame.Rect((0, 0), (self.text_wrap_rect[2], self.text_wrap_rect[3]))) self.text_box_layout.finalise_to_new() self.redraw_from_text_block() self.link_hover_chunks = [] self.text_box_layout.add_chunks_to_hover_group(self.link_hover_chunks) def process_event(self, event: pygame.event.Event) -> bool: """ Deals with input events. In this case we just handle clicks on any links in the text. :param event: A pygame event to check for a reaction to. :return: Returns True if we consumed this event. """ consumed_event = False should_redraw_from_layout = False if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position( event.pos) if self.hover_point(scaled_mouse_pos[0], scaled_mouse_pos[1]): consumed_event = True if self.is_enabled: if self.scroll_bar is not None: text_block_full_height = self.text_box_layout.layout_rect.height height_adjustment = (self.scroll_bar.start_percentage * text_block_full_height) else: height_adjustment = 0 base_x = int(self.rect[0] + self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset) base_y = int(self.rect[1] + self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset - height_adjustment) for chunk in self.link_hover_chunks: hover_rect = pygame.Rect( (base_x + chunk.x, base_y + chunk.y), chunk.size) if hover_rect.collidepoint(scaled_mouse_pos[0], scaled_mouse_pos[1]): consumed_event = True if not chunk.is_active: chunk.set_active() should_redraw_from_layout = True if self.is_enabled and event.type == pygame.MOUSEBUTTONUP and event.button == 1: if self.scroll_bar is not None: height_adjustment = (self.scroll_bar.start_percentage * self.text_box_layout.layout_rect.height) else: height_adjustment = 0 base_x = int(self.rect[0] + self.padding[0] + self.border_width + self.shadow_width + self.rounded_corner_offset) base_y = int(self.rect[1] + self.padding[1] + self.border_width + self.shadow_width + self.rounded_corner_offset - height_adjustment) scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position( event.pos) for chunk in self.link_hover_chunks: hover_rect = pygame.Rect((base_x + chunk.x, base_y + chunk.y), chunk.size) if (hover_rect.collidepoint(scaled_mouse_pos[0], scaled_mouse_pos[1]) and self.rect.collidepoint(scaled_mouse_pos[0], scaled_mouse_pos[1])): consumed_event = True if chunk.is_active: # old event - to be removed in 0.8.0 event_data = { 'user_type': OldType(UI_TEXT_BOX_LINK_CLICKED), 'link_target': chunk.href, 'ui_element': self, 'ui_object_id': self.most_specific_combined_id } pygame.event.post( pygame.event.Event(pygame.USEREVENT, event_data)) # new event event_data = { 'link_target': chunk.href, 'ui_element': self, 'ui_object_id': self.most_specific_combined_id } pygame.event.post( pygame.event.Event(UI_TEXT_BOX_LINK_CLICKED, event_data)) if chunk.is_active: chunk.set_inactive() should_redraw_from_layout = True if should_redraw_from_layout: self.redraw_from_text_block() return consumed_event def rebuild_from_changed_theme_data(self): """ Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for this element when the theme data has changed. """ super().rebuild_from_changed_theme_data() has_any_changed = False # misc parameters if self._check_misc_theme_data_changed( attribute_name='shape', default_value='rectangle', casting_func=str, allowed_values=['rectangle', 'rounded_rectangle']): has_any_changed = True if self._check_shape_theming_changed(defaults={ 'border_width': 1, 'shadow_width': 2, 'shape_corner_radius': 2 }): has_any_changed = True if self._check_misc_theme_data_changed( attribute_name='padding', default_value=(5, 5), casting_func=self.tuple_extract): has_any_changed = True # colour parameters background_colour = self.ui_theme.get_colour_or_gradient( 'dark_bg', self.combined_element_ids) if background_colour != self.background_colour: self.background_colour = background_colour has_any_changed = True border_colour = self.ui_theme.get_colour_or_gradient( 'normal_border', self.combined_element_ids) if border_colour != self.border_colour: self.border_colour = border_colour has_any_changed = True if self._check_text_alignment_theming(): has_any_changed = True if self._check_link_style_changed(): has_any_changed = True if has_any_changed: self._reparse_and_rebuild() def _reparse_and_rebuild(self): self.parser = HTMLParser(self.ui_theme, self.combined_element_ids, self.link_style, line_spacing=1.25) self.rebuild() def _check_text_alignment_theming(self) -> bool: """ Checks for any changes in the theming data related to text alignment. :return: True if changes found. """ has_any_changed = False if self._check_misc_theme_data_changed( attribute_name='text_horiz_alignment', default_value='left', casting_func=str): has_any_changed = True if self._check_misc_theme_data_changed( attribute_name='text_horiz_alignment_padding', default_value=0, casting_func=int): has_any_changed = True if self._check_misc_theme_data_changed( attribute_name='text_vert_alignment', default_value='top', casting_func=str): has_any_changed = True if self._check_misc_theme_data_changed( attribute_name='text_vert_alignment_padding', default_value=0, casting_func=int): has_any_changed = True return has_any_changed def _check_link_style_changed(self) -> bool: """ Checks for any changes in hyper link related styling in the theme data. :return: True if changes detected. """ has_any_changed = False if self._check_misc_theme_data_changed( attribute_name='link_normal_underline', default_value=True, casting_func=bool): has_any_changed = True if self._check_misc_theme_data_changed( attribute_name='link_hover_underline', default_value=True, casting_func=bool): has_any_changed = True link_normal_colour = self.ui_theme.get_colour_or_gradient( 'link_text', self.combined_element_ids) if link_normal_colour != self.link_normal_colour: self.link_normal_colour = link_normal_colour link_hover_colour = self.ui_theme.get_colour_or_gradient( 'link_hover', self.combined_element_ids) if link_hover_colour != self.link_hover_colour: self.link_hover_colour = link_hover_colour link_selected_colour = self.ui_theme.get_colour_or_gradient( 'link_selected', self.combined_element_ids) if link_selected_colour != self.link_selected_colour: self.link_selected_colour = link_selected_colour link_style = { 'link_text': self.link_normal_colour, 'link_hover': self.link_hover_colour, 'link_selected': self.link_selected_colour, 'link_normal_underline': self.link_normal_underline, 'link_hover_underline': self.link_hover_underline } if link_style != self.link_style: self.link_style = link_style has_any_changed = True return has_any_changed def disable(self): """ Disable the text box. Basically just disables the scroll bar if one exists. """ if self.is_enabled: self.is_enabled = False if self.scroll_bar: self.scroll_bar.disable() def enable(self): """ Enable the text box. Renables the scroll bar if one exists. """ if not self.is_enabled: self.is_enabled = True if self.scroll_bar: self.scroll_bar.enable() def show(self): """ In addition to the base UIElement.show() - call show() of scroll_bar if it exists. """ super().show() if self.scroll_bar is not None: self.scroll_bar.show() def hide(self): """ In addition to the base UIElement.hide() - call hide() of scroll_bar if it exists. """ super().hide() if self.scroll_bar is not None: self.scroll_bar.hide() def append_html_text(self, new_html_str: str): """ Adds a string, that is parsed for any HTML tags that pygame_gui supports, onto the bottom of the text box's current contents. This is useful for making things like logs. :param new_html_str: The, potentially HTML tag, containing string of text to append. """ self.appended_text += new_html_str self.parser.feed(new_html_str) self.text_box_layout.append_layout_rects(self.parser.layout_rect_queue) self.parser.empty_layout_queue() if (self.scroll_bar is None and (self.text_box_layout.layout_rect.height > self.text_wrap_rect[3])): self.rebuild() else: if self.scroll_bar is not None: # set the scroll bar to the bottom percentage_visible = (self.text_wrap_rect[3] / self.text_box_layout.layout_rect.height) self.scroll_bar.start_percentage = 1.0 - percentage_visible self.scroll_bar.scroll_position = ( self.scroll_bar.start_percentage * self.scroll_bar.scrollable_height) self.redraw_from_text_block() def on_locale_changed(self): self._reparse_and_rebuild() # ------------------------------------------------- # The Text owner interface # ------------------------------------------------- def set_text_alpha(self, alpha: int, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: self.text_box_layout.set_alpha(alpha) else: sub_chunk.set_alpha(alpha) def set_text_offset_pos(self, offset: Tuple[int, int], sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: pass else: sub_chunk.set_offset_pos(offset) def set_text_rotation(self, rotation: int, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: pass else: sub_chunk.set_rotation(rotation) def set_text_scale(self, scale: float, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: pass else: sub_chunk.set_scale(scale) def clear_text_surface(self, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: self.text_box_layout.clear_final_surface() else: sub_chunk.clear() def get_text_letter_count(self, sub_chunk: Optional[TextLineChunkFTFont] = None ) -> int: if sub_chunk is None: return self.text_box_layout.letter_count else: return sub_chunk.letter_count def update_text_end_position( self, end_pos: int, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: self.text_box_layout.update_text_with_new_text_end_pos(end_pos) else: sub_chunk.letter_end = end_pos sub_chunk.redraw() def set_active_effect(self, effect_type: Optional[UITextEffectType] = None, params: Optional[Dict[str, Any]] = None, effect_tag: Optional[str] = None): if effect_tag is not None: redrew_all_chunks = False if self.active_text_effect is not None: # don't allow mixing of full text box effects and chunk effects self.clear_all_active_effects() self.active_text_effect = None redrew_all_chunks = True # we have a tag so only want to apply our effect to tagged chunks # first see if we have any tagged chunks in the layout for row in self.text_box_layout.layout_rows: for chunk in row.items: if isinstance(chunk, TextLineChunkFTFont): if chunk.effect_id == effect_tag: # need to clear off any old effects on this chunk too if we didn't # already redraw everything if not redrew_all_chunks: self.clear_all_active_effects(chunk) effect = None if effect_type == TEXT_EFFECT_TYPING_APPEAR: effect = TypingAppearEffect( self, params, chunk) elif effect_type == TEXT_EFFECT_FADE_IN: effect = FadeInEffect(self, params, chunk) elif effect_type == TEXT_EFFECT_FADE_OUT: effect = FadeOutEffect(self, params, chunk) elif effect_type == TEXT_EFFECT_BOUNCE: effect = BounceEffect(self, params, chunk) elif effect_type == TEXT_EFFECT_TILT: effect = TiltEffect(self, params, chunk) elif effect_type == TEXT_EFFECT_EXPAND_CONTRACT: effect = ExpandContractEffect( self, params, chunk) else: warnings.warn('Unsupported effect name: ' + str(effect_type) + ' for text chunk') chunk.grab_pre_effect_surface() self.active_text_chunk_effects.append({ 'chunk': chunk, 'effect': effect }) else: if self.active_text_effect is not None or len( self.active_text_chunk_effects) != 0: self.clear_all_active_effects() if effect_type is None: self.active_text_effect = None elif isinstance(effect_type, UITextEffectType): if effect_type == TEXT_EFFECT_TYPING_APPEAR: self.active_text_effect = TypingAppearEffect(self, params) elif effect_type == TEXT_EFFECT_FADE_IN: self.active_text_effect = FadeInEffect(self, params) elif effect_type == TEXT_EFFECT_FADE_OUT: self.active_text_effect = FadeOutEffect(self, params) else: warnings.warn('Unsupported effect name: ' + str(effect_type) + ' for whole text box') else: warnings.warn('Unsupported effect name: ' + str(effect_type) + ' for whole text box') def stop_finished_effect(self, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: self.active_text_effect = None else: self.active_text_chunk_effects = [ effect_chunk for effect_chunk in self.active_text_chunk_effects if effect_chunk['chunk'] != sub_chunk ] def clear_all_active_effects( self, sub_chunk: Optional[TextLineChunkFTFont] = None): if sub_chunk is None: self.active_text_effect = None self.text_box_layout.clear_effects() for effect_chunk in self.active_text_chunk_effects: effect_chunk['chunk'].clear_effects() self.active_text_chunk_effects = [] self.text_box_layout.finalise_to_new() else: self.active_text_chunk_effects = [ effect_chunk for effect_chunk in self.active_text_chunk_effects if effect_chunk['chunk'] != sub_chunk ] sub_chunk.clear_effects() effect_chunks = [] for affected_chunk in self.active_text_chunk_effects: effect_chunks.append(affected_chunk['chunk']) self.text_box_layout.redraw_other_chunks(effect_chunks) sub_chunk.redraw() def update_text_effect(self, time_delta: float): if self.active_text_effect is not None: self.active_text_effect.update(time_delta) # update can set effect to None if (self.active_text_effect is not None and self.active_text_effect.has_text_changed()): self.active_text_effect.apply_effect() self.redraw_from_text_block() if len(self.active_text_chunk_effects) > 0: any_text_changed = False for affected_chunk in self.active_text_chunk_effects: affected_chunk['effect'].update(time_delta) if (affected_chunk['effect'] is not None and affected_chunk['effect'].has_text_changed()): any_text_changed = True if any_text_changed: effect_chunks = [] for affected_chunk in self.active_text_chunk_effects: chunk = affected_chunk['chunk'] chunk.clear(chunk.transform_effect_rect) effect_chunks.append(chunk) self.text_box_layout.redraw_other_chunks(effect_chunks) for affected_chunk in self.active_text_chunk_effects: affected_chunk['effect'].apply_effect() self.redraw_from_text_block() def get_object_id(self) -> str: return self.most_specific_combined_id def set_text(self, html_text: str): self.html_text = html_text self._reparse_and_rebuild()