def test_find_font_unloaded_style_italic(self, _init_pygame): font_dictionary = UIFontDictionary() with pytest.warns(UserWarning, match="Finding font with id"): font_dictionary.find_font(font_size=20, font_name='fira_code', italic=True)
def test_find_font_unloaded_style_bold(self, _init_pygame): font_dictionary = UIFontDictionary(BlockingThreadedResourceLoader()) with pytest.warns(UserWarning, match="Finding font with id"): font_dictionary.find_font(font_size=20, font_name='fira_code', bold=True)
class UIAppearanceTheme: """ The Appearance Theme class handles all the data that styles and generally dictates the appearance of UI elements across the whole UI. The styling is split into four general areas: - colours - spelled in the British English fashion with a 'u'. - font - specifying a font to use for a UIElement where that is a relevant consideration. - images - describing any images to be used in a UIElement. - misc - covering all other types of data and stored as strings. To change the theming for the UI you normally specify a theme file when creating the UIManager. For more information on theme files see the specific documentation elsewhere. """ def __init__(self): # the base colours are the default colours all UI elements use if they # don't have a more specific colour defined for their element self.base_colours = { 'normal_bg': pygame.Color('#25292e'), 'hovered_bg': pygame.Color('#35393e'), 'disabled_bg': pygame.Color('#25292e'), 'selected_bg': pygame.Color('#193754'), 'active_bg': pygame.Color('#193754'), 'dark_bg': pygame.Color('#15191e'), 'normal_text': pygame.Color('#c5cbd8'), 'hovered_text': pygame.Color('#FFFFFF'), 'selected_text': pygame.Color('#FFFFFF'), 'active_text': pygame.Color('#FFFFFF'), 'disabled_text': pygame.Color('#6d736f'), 'normal_border': pygame.Color('#DDDDDD'), 'hovered_border': pygame.Color('#EDEDED'), 'disabled_border': pygame.Color('#909090'), 'selected_border': pygame.Color('#294764'), 'active_border': pygame.Color('#294764'), 'link_text': pygame.Color('#c5cbFF'), 'link_hover': pygame.Color('#a5abDF'), 'link_selected': pygame.Color('#DFabDF'), 'text_shadow': pygame.Color('#777777'), 'filled_bar': pygame.Color("#f4251b"), 'unfilled_bar': pygame.Color("#CCCCCC") } # colours for specific elements stored by element id then colour id self.ui_element_colours = {} # font dictionary that stores loaded fonts self.font_dictionary = UIFontDictionary() # shadow generator self.shadow_generator = ShadowGenerator() # shape cache self.shape_cache = SurfaceCache() # the font to use if no other font is specified # these hardcoded paths should be OK for PyInstaller right now because they will never actually used while # fira_code is the default pre-loaded font. May need to re-visit this later. module_root_path = os.path.abspath( os.path.dirname(os.path.dirname(__file__))) self.base_font_info = { 'name': 'fira_code', 'size': 14, 'bold': False, 'italic': False, 'regular_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraCode-Regular.ttf')), 'bold_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraCode-Bold.ttf')), 'italic_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraMono-RegularItalic.ttf')), 'bold_italic_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraMono-BoldItalic.ttf')) } # fonts for specific elements stored by element id self.ui_element_fonts_info = {} self.ui_element_fonts = {} # stores any images specified in themes that need loading at the appropriate time self.ui_element_image_paths = {} self.ui_element_image_surfaces = {} self.loaded_image_files = { } # just a dictionary of all images paths & image files loaded by the UI # stores everything that doesn't have a specific place elsewhere and doesn't need any time-consuming loading # all will be stored as strings and will have to do any further processing in their specific elements. # misc data that doesn't have a value defined in a theme will return None so elements should be prepared # to handle that with a default behaviour self.ui_element_misc_data = {} self._theme_file_last_modified = None self._theme_file_path = None # Only load the 'stringified' data if we can't find the actual default theme file # This is need for PyInstaller build default_theme_file_path = os.path.normpath( os.path.join(module_root_path, 'data', 'default_theme.json')) self.load_default_theme_file(default_theme_file_path) def load_default_theme_file(self, default_theme_file_path): if os.path.exists(default_theme_file_path): self.load_theme(default_theme_file_path) else: default_theme_file = io.StringIO( base64.standard_b64decode(default_theme).decode("utf-8")) self.load_theme(default_theme_file) def get_font_dictionary(self): """ Lets us grab the Font dictionary, which is created by the theme object, so we can access it directly. :return UIFontDictionary: """ return self.font_dictionary def check_need_to_reload(self): """ Check if we need to reload our theme file because it's been modified. If so, trigger a reload and return True so that the UIManager can trigger elements to rebuild from the theme data. :return bool: True if we need to reload elements because the theme data has changed. """ if self._theme_file_path is not None: try: stamp = os.stat(self._theme_file_path).st_mtime except FileNotFoundError: return False if stamp != self._theme_file_last_modified: self._theme_file_last_modified = stamp self.reload_theming() return True else: return False def update_shape_cache(self): self.shape_cache.update() def reload_theming(self): """ We need to load our theme file see if anything expensive has changed, if so trigger it to reload/rebuild. """ self.load_theme(self._theme_file_path) def load_fonts(self): """ Loads all fonts specified in our loaded theme. """ self.font_dictionary.add_font_path( self.base_font_info['name'], self.base_font_info['regular_path'], self.base_font_info['bold_path'], self.base_font_info['italic_path'], self.base_font_info['bold_italic_path']) font_id = self.font_dictionary.create_font_id( self.base_font_info['size'], self.base_font_info['name'], self.base_font_info['bold'], self.base_font_info['italic']) if font_id not in self.font_dictionary.loaded_fonts: self.font_dictionary.preload_font(self.base_font_info['size'], self.base_font_info['name'], self.base_font_info['bold'], self.base_font_info['italic']) for element_key in self.ui_element_fonts_info.keys(): font_info = self.ui_element_fonts_info[element_key] bold_path = None italic_path = None bold_italic_path = None if 'regular_path' in font_info: regular_path = font_info['regular_path'] if 'bold_path' in font_info: bold_path = font_info['bold_path'] if 'italic_path' in font_info: italic_path = font_info['italic_path'] if 'bold_italic_path' in font_info: bold_italic_path = font_info['bold_italic_path'] self.font_dictionary.add_font_path(font_info['name'], regular_path, bold_path, italic_path, bold_italic_path) font_id = self.font_dictionary.create_font_id( font_info['size'], font_info['name'], font_info['bold'], font_info['italic']) if font_id not in self.font_dictionary.loaded_fonts: self.font_dictionary.preload_font(font_info['size'], font_info['name'], font_info['bold'], font_info['italic']) self.ui_element_fonts[ element_key] = self.font_dictionary.find_font( font_info['size'], font_info['name'], font_info['bold'], font_info['italic']) def load_images(self): """ Loads all images in our loaded theme. """ for element_key in self.ui_element_image_paths.keys(): image_paths_dict = self.ui_element_image_paths[element_key] if element_key not in self.ui_element_image_surfaces: self.ui_element_image_surfaces[element_key] = {} for path_key in image_paths_dict: if image_paths_dict[path_key]['changed']: path = image_paths_dict[path_key]['path'] image = None if path in self.loaded_image_files: image = self.loaded_image_files[path] else: try: image = pygame.image.load( os.path.normpath(path)).convert_alpha() self.loaded_image_files[path] = image except pygame.error: warnings.warn('Unable to load image at path: ' + str(os.path.abspath(path))) if image is not None: if 'sub_surface_rect' in image_paths_dict[path_key]: surface = image.subsurface( image_paths_dict[path_key]['sub_surface_rect']) else: surface = image self.ui_element_image_surfaces[element_key][ path_key] = surface def preload_shadow_edges(self): """ Looks through the theming data for any shadow edge combos we haven't loaded yet and tries to pre-load them. This helps stop the UI from having to create the complicated parts of the shadows dynamically which can be noticeably slow (e.g. waiting a second for a window to appear). For this to work correctly the theme file shouldn't contain any 'invalid' data that is later clamped by the UI, Plus, it is helpful if any rounded rectangles that set a corner radius also set a shadow width at the same time. """ for misc_id in self.ui_element_misc_data: shape = 'rectangle' shadow_width = 2 shape_corner_radius = 2 if 'shape' in self.ui_element_misc_data[misc_id]: shape = self.ui_element_misc_data[misc_id]['shape'] if 'shadow_width' in self.ui_element_misc_data[misc_id]: try: shadow_width = int( self.ui_element_misc_data[misc_id]['shadow_width']) except ValueError: shadow_width = 2 warnings.warn( "Invalid value: " + self.ui_element_misc_data[misc_id]['shadow_width'] + " for shadow_width") if 'shape_corner_radius' in self.ui_element_misc_data[misc_id]: try: shape_corner_radius = int( self.ui_element_misc_data[misc_id] ['shape_corner_radius']) except ValueError: shape_corner_radius = 2 warnings.warn("Invalid value: " + self.ui_element_misc_data[misc_id] ['shape_corner_radius'] + " for shape_corner_radius") # we can preload shadow edges if we are dealing with a rectangular shadow if (shape == 'rounded_rectangle' or shape == 'rectangle') and shadow_width > 0: if ('shadow_width' in self.ui_element_misc_data[misc_id] and 'shape_corner_radius' in self.ui_element_misc_data[misc_id]): shadow_id = str(shadow_width) + 'x' + str( shape_corner_radius) if shadow_id not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( shadow_width, shape_corner_radius) elif ('shadow_width' in self.ui_element_misc_data[misc_id] and 'shape_corner_radius' not in self.ui_element_misc_data[misc_id]): # have a shadow width but no idea on the corners, try most common - shadow_id_1 = str(shadow_width) + 'x' + str(2) if shadow_id_1 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( shadow_width, 2) shadow_id_2 = str(shadow_width) + 'x' + str(shadow_width) if shadow_id_2 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( shadow_width, shadow_width) elif ('shape_corner_radius' in self.ui_element_misc_data[misc_id] and 'shadow_width' not in self.ui_element_misc_data[misc_id]): # have a corner radius but no idea on the shadow width, try most common - shadow_id_1 = str(1) + 'x' + str(shape_corner_radius) if shadow_id_1 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( 1, shape_corner_radius) shadow_id_2 = str(2) + 'x' + str(shape_corner_radius) if shadow_id_2 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( 2, shape_corner_radius) shadow_id_3 = str(shape_corner_radius) + 'x' + str( shape_corner_radius) if shadow_id_3 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( shape_corner_radius, shape_corner_radius) def get_next_id_node(self, current_node, element_ids, object_ids, index, tree_size, combined_ids): if index < tree_size: if object_ids is not None: if index < len(object_ids): object_id = object_ids[index] if object_id is not None: next_node = {'id': object_id, 'parent': current_node} self.get_next_id_node(next_node, element_ids, object_ids, index + 1, tree_size, combined_ids) element_id = element_ids[index] next_node_2 = {'id': element_id, 'parent': current_node} self.get_next_id_node(next_node_2, element_ids, object_ids, index + 1, tree_size, combined_ids) else: # unwind gathered_ids = [] unwind_node = current_node while unwind_node is not None: gathered_ids.append(unwind_node['id']) unwind_node = unwind_node['parent'] gathered_ids.reverse() combined_id = gathered_ids[0] for index in range(1, len(gathered_ids)): combined_id += '.' combined_id += gathered_ids[index] combined_ids.append(combined_id) def build_all_combined_ids(self, element_ids, object_ids): """ Construct a combined element id from the elements ids. :param element_ids: All the ids of elements this element is contained within. :param object_ids: All the ids of objects this element is contained within. :return: The combined id string in the database """ combined_ids = [] if object_ids is not None and element_ids is not None: if len(object_ids) != len(element_ids): raise ValueError( "Object ID hierarchy is not equal in length to Element ID hierarchy" "Element IDs: " + str(element_ids) + "\n" "Object IDs: " + str(object_ids) + "\n") if len(element_ids) != 0: self.get_next_id_node(None, element_ids, object_ids, 0, len(element_ids), combined_ids) return combined_ids def get_image(self, object_ids, element_ids, image_id): """ Will return None if no image is specified. There are UI elements that have an optional image display. :param image_id: The id identifying the particular image spot in the UI we are looking for an image to add to. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :return None or pygame.Surface: """ combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) # then check for an element specific data for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_image_surfaces: if image_id in self.ui_element_image_surfaces[ combined_element_id]: return self.ui_element_image_surfaces[combined_element_id][ image_id] return None def get_font_info(self, object_ids, element_ids): """ Uses some data about a UIElement to get font data as dictionary :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :return dictionary: Data about the font requested """ font_info = self.base_font_info # Check for a unique theming for this specific object combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_fonts_info: return self.ui_element_fonts_info[combined_element_id] return font_info def get_font(self, object_ids, element_ids): """ Uses some data about a UIElement to get a font object. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :return pygame.font.Font: A pygame font object. """ # set the default font as the final fall back font = self.font_dictionary.find_font(self.base_font_info['size'], self.base_font_info['name'], self.base_font_info['bold'], self.base_font_info['italic']) # Check for a unique theming for this specific object combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_fonts: return self.ui_element_fonts[combined_element_id] return font def get_misc_data(self, object_ids, element_ids, misc_data_id): """ Uses data about a UI element and a specific ID to try and find a piece of miscellaneous theming data. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :param misc_data_id: The id for the specific piece of miscellaneous data we are looking for. :return None or str: Returns a string if we find the data, otherwise returns None. """ combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) # then check for an element specific data for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_misc_data: if misc_data_id in self.ui_element_misc_data[ combined_element_id]: return self.ui_element_misc_data[combined_element_id][ misc_data_id] return None def get_colour(self, object_ids, element_ids, colour_id): """ Uses data about a UI element and a specific ID to find a colour from our theme. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :param colour_id: The id for the specific colour we are looking for. :return pygame.Color: A pygame colour. """ colour_or_gradient = self.get_colour_or_gradient( object_ids, element_ids, colour_id) if type(colour_or_gradient) == ColourGradient: gradient = colour_or_gradient colour = gradient.colour_1 elif type(colour_or_gradient) == pygame.Color: colour = colour_or_gradient else: colour = pygame.Color('#000000') return colour def get_colour_or_gradient(self, object_ids, element_ids, colour_id): """ Uses data about a UI element and a specific ID to find a colour, or a gradient, from our theme. Use this function if the UIElement can handle either type. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :param colour_id: The id for the specific colour we are looking for. :return pygame.Color or ColourGradient: A colour or a gradient object. """ # first check for a unique theming for this specific object combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_colours: if colour_id in self.ui_element_colours[combined_element_id]: return self.ui_element_colours[combined_element_id][ colour_id] # if we don't have a specific colour for our individual element, try to inherit colours from higher # in the hierarchy if object_ids is not None: for object_id in object_ids: if object_id is not None: if object_id in self.ui_element_colours: if colour_id in self.ui_element_colours[object_id]: return self.ui_element_colours[object_id][ colour_id] if element_ids is not None: for element_id in element_ids: if element_id in self.ui_element_colours: if colour_id in self.ui_element_colours[element_id]: return self.ui_element_colours[element_id][colour_id] # then fall back on default colour with same id if colour_id in self.base_colours: return self.base_colours[colour_id] # if all else fails find a colour with the most similar id words colour_parts = colour_id.split('_') best_fit_key_count = 0 best_fit_colour = self.base_colours['normal_bg'] for key in self.base_colours.keys(): key_words = key.split('_') count = sum(el in colour_parts for el in key_words) if count > best_fit_key_count: best_fit_key_count = count best_fit_colour = self.base_colours[key] return best_fit_colour @staticmethod @contextmanager def opened_w_error(filename, mode="r"): if type(filename) != io.StringIO: try: f = open(filename, mode) except IOError as err: yield None, err else: try: yield f, None finally: f.close() else: f = filename try: yield f, None finally: f.close() def load_theme(self, file_path: Union[str, PathLike, io.StringIO]): """ Loads a theme file, and currently, all associated data like fonts and images required by the theme. :param file_path: The path to the theme we want to load. """ if type(file_path) != io.StringIO: self._theme_file_path = file_path try: self._theme_file_last_modified = os.stat( self._theme_file_path).st_mtime except FileNotFoundError: self._theme_file_last_modified = 0 used_file_path = os.path.abspath(file_path) else: used_file_path = file_path with self.opened_w_error(used_file_path, 'r') as (theme_file, error): if error: warnings.warn("Failed to open theme file at path:" + str(file_path)) load_success = False else: try: load_success = True theme_dict = json.load(theme_file) except json.decoder.JSONDecodeError: warnings.warn( "Failed to load current theme file, check syntax", UserWarning) load_success = False if load_success: for element_name in theme_dict.keys(): if element_name == 'defaults': self.load_colour_defaults_from_theme( element_name, theme_dict) else: for data_type in theme_dict[element_name]: if data_type == 'font': self.load_element_font_data_from_theme( data_type, element_name, theme_dict) if data_type == 'colours': self.load_element_colour_data_from_theme( data_type, element_name, theme_dict) elif data_type == 'images': self.load_element_image_data_from_theme( data_type, element_name, theme_dict) elif data_type == 'misc': self.load_element_misc_data_from_theme( data_type, element_name, theme_dict) # TODO: these should be triggered at an appropriate time in our project when lots of files are being loaded if load_success: self.load_fonts( ) # save to trigger load with the same data as it won't do anything self.load_images() self.preload_shadow_edges() def load_element_misc_data_from_theme(self, data_type, element_name, theme_dict): if element_name not in self.ui_element_misc_data: self.ui_element_misc_data[element_name] = {} misc_dict = theme_dict[element_name][data_type] for misc_data_key in misc_dict: self.ui_element_misc_data[element_name][misc_data_key] = str( misc_dict[misc_data_key]) def load_element_image_data_from_theme(self, data_type, element_name, theme_dict): if element_name not in self.ui_element_image_paths: self.ui_element_image_paths[element_name] = {} images_dict = theme_dict[element_name][data_type] for image_key in images_dict: if image_key not in self.ui_element_image_paths[element_name]: self.ui_element_image_paths[element_name][image_key] = {} self.ui_element_image_paths[element_name][image_key][ 'changed'] = True else: self.ui_element_image_paths[element_name][image_key][ 'changed'] = False image_path = str(images_dict[image_key]['path']) if 'path' in self.ui_element_image_paths[element_name][image_key]: if image_path != self.ui_element_image_paths[element_name][ image_key]['path']: self.ui_element_image_paths[element_name][image_key][ 'changed'] = True self.ui_element_image_paths[element_name][image_key][ 'path'] = image_path if 'sub_surface_rect' in images_dict[image_key]: rect_list = str(images_dict[image_key] ['sub_surface_rect']).strip().split(',') if len(rect_list) == 4: try: x = int(rect_list[0].strip()) y = int(rect_list[1].strip()) w = int(rect_list[2].strip()) h = int(rect_list[3].strip()) rect = pygame.Rect((x, y), (w, h)) except ValueError or TypeError: rect = pygame.Rect((0, 0), (10, 10)) warnings.warn( "Unable to create subsurface rectangle from string: " "" + images_dict[image_key]['sub_surface_rect']) if 'sub_surface_rect' in self.ui_element_image_paths[ element_name][image_key]: if rect != self.ui_element_image_paths[element_name][ image_key]['sub_surface_rect']: self.ui_element_image_paths[element_name][ image_key]['changed'] = True self.ui_element_image_paths[element_name][image_key][ 'sub_surface_rect'] = rect def load_element_colour_data_from_theme(self, data_type, element_name, theme_dict): if element_name not in self.ui_element_colours: self.ui_element_colours[element_name] = {} colours_dict = theme_dict[element_name][data_type] for colour_key in colours_dict: self.ui_element_colours[element_name][ colour_key] = self.load_colour_or_gradient_from_theme( colours_dict, colour_key) def load_element_font_data_from_theme(self, data_type, element_name, theme_dict): font_dict = theme_dict[element_name][data_type] if element_name not in self.ui_element_fonts_info: self.ui_element_fonts_info[element_name] = {} self.ui_element_fonts_info[element_name]['name'] = font_dict['name'] try: self.ui_element_fonts_info[element_name]['size'] = int( font_dict['size']) except ValueError: self.ui_element_fonts_info[element_name][ 'size'] = self.font_dictionary.default_font_size if 'bold' in font_dict: try: self.ui_element_fonts_info[element_name]['bold'] = bool( int(font_dict['bold'])) except ValueError: self.ui_element_fonts_info[element_name]['bold'] = False else: self.ui_element_fonts_info[element_name]['bold'] = False if 'italic' in font_dict: try: self.ui_element_fonts_info[element_name]['italic'] = bool( int(font_dict['italic'])) except ValueError: self.ui_element_fonts_info[element_name]['italic'] = False else: self.ui_element_fonts_info[element_name]['italic'] = False if 'regular_path' in font_dict: self.ui_element_fonts_info[element_name][ 'regular_path'] = font_dict['regular_path'] if 'bold_path' in font_dict: self.ui_element_fonts_info[element_name]['bold_path'] = font_dict[ 'bold_path'] if 'italic_path' in font_dict: self.ui_element_fonts_info[element_name][ 'italic_path'] = font_dict['italic_path'] if 'bold_italic_path' in font_dict: bold_italic_path = font_dict['bold_italic_path'] self.ui_element_fonts_info[element_name][ 'bold_italic_path'] = bold_italic_path def load_colour_defaults_from_theme(self, element_name, theme_dict): for data_type in theme_dict[element_name]: if data_type == 'colours': colours_dict = theme_dict[element_name][data_type] for colour_key in colours_dict: self.base_colours[ colour_key] = self.load_colour_or_gradient_from_theme( colours_dict, colour_key) @staticmethod def load_colour_or_gradient_from_theme(theme_colours_dictionary, colour_id): loaded_colour_or_gradient = None string_data = theme_colours_dictionary[colour_id] if ',' in string_data: # expecting some type of gradient description in string data string_data_list = string_data.split(',') gradient_direction = None try: gradient_direction = int(string_data_list[-1]) except ValueError: warnings.warn("Invalid gradient: " + string_data + " for id:" + colour_id + " in theme file") if gradient_direction is not None and len(string_data_list) == 3: # two colour gradient try: colour_1 = pygame.Color(string_data_list[0]) colour_2 = pygame.Color(string_data_list[1]) loaded_colour_or_gradient = ColourGradient( gradient_direction, colour_1, colour_2) except ValueError: warnings.warn("Invalid gradient: " + string_data + " for id:" + colour_id + " in theme file") elif gradient_direction is not None and len(string_data_list) == 4: # three colour gradient try: colour_1 = pygame.Color(string_data_list[0]) colour_2 = pygame.Color(string_data_list[1]) colour_3 = pygame.Color(string_data_list[2]) loaded_colour_or_gradient = ColourGradient( gradient_direction, colour_1, colour_2, colour_3) except ValueError: warnings.warn("Invalid gradient: " + string_data + " for id:" + colour_id + " in theme file") else: warnings.warn("Invalid gradient: " + string_data + " for id:" + colour_id + " in theme file") else: # expecting a regular hex colour in string data try: loaded_colour_or_gradient = pygame.Color(string_data) except ValueError: warnings.warn("Colour hex code: " + string_data + " for id:" + colour_id + " invalid in theme file") if loaded_colour_or_gradient is None: # if the colour or gradient data is invalid, return a black default colour loaded_colour_or_gradient = pygame.Color("#000000") return loaded_colour_or_gradient
def test_find_font_unloaded(self, _init_pygame): font_dictionary = UIFontDictionary() font_dictionary.find_font(font_size=20, font_name='arial')
def test_find_font_unloaded(self, _init_pygame): font_dictionary = UIFontDictionary(BlockingThreadedResourceLoader(), locale='en') font_dictionary.find_font(font_size=20, font_name='arial')
class UIAppearanceTheme: """ The Appearance Theme class handles all the data that styles and generally dictates the appearance of UI elements across the whole UI. The styling is split into four general areas: - colours - spelled in the British English fashion with a 'u'. - font - specifying a font to use for a UIElement where that is a relevant consideration. - images - describing any images to be used in a UIElement. - misc - covering all other types of data and stored as strings. To change the theming for the UI you normally specify a theme file when creating the UIManager. For more information on theme files see the specific documentation elsewhere. """ def __init__(self): # the base colours are the default colours all UI elements use if they # don't have a more specific colour defined for their element self.base_colours = { 'normal_bg': pygame.Color('#25292e'), 'hovered_bg': pygame.Color('#35393e'), 'disabled_bg': pygame.Color('#25292e'), 'selected_bg': pygame.Color('#193754'), 'active_bg': pygame.Color('#193754'), 'dark_bg': pygame.Color('#15191e'), 'normal_text': pygame.Color('#c5cbd8'), 'hovered_text': pygame.Color('#FFFFFF'), 'selected_text': pygame.Color('#FFFFFF'), 'active_text': pygame.Color('#FFFFFF'), 'disabled_text': pygame.Color('#6d736f'), 'normal_border': pygame.Color('#DDDDDD'), 'hovered_border': pygame.Color('#EDEDED'), 'disabled_border': pygame.Color('#909090'), 'selected_border': pygame.Color('#294764'), 'active_border': pygame.Color('#294764'), 'link_text': pygame.Color('#c5cbFF'), 'link_hover': pygame.Color('#a5abDF'), 'link_selected': pygame.Color('#DFabDF'), 'text_shadow': pygame.Color('#777777'), 'filled_bar': pygame.Color("#f4251b"), 'unfilled_bar': pygame.Color("#CCCCCC") } # colours for specific elements stored by element id then colour id self.ui_element_colours = {} # font dictionary that stores loaded fonts self.font_dictionary = UIFontDictionary() # the font to use if no other font is specified module_root_path = os.path.abspath( os.path.dirname(os.path.dirname(__file__))) self.base_font_info = { 'name': 'fira_code', 'size': 14, 'bold': False, 'italic': False, 'regular_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraCode-Regular.ttf')), 'bold_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraCode-Bold.ttf')), 'italic_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraMono-RegularItalic.ttf')), 'bold_italic_path': os.path.normpath( os.path.join(module_root_path, 'data/FiraMono-BoldItalic.ttf')) } # fonts for specific elements stored by element id self.ui_element_font_infos = {} self.ui_element_fonts = {} # stores any images specified in themes that need loading at the appropriate time self.ui_element_image_paths = {} self.ui_element_image_surfaces = {} self.loaded_image_files = { } # just a dictionary of all images paths & image files loaded by the UI # stores everything that doesn't have a specific place elsewhere and doesn't need any time-consuming loading # all will be stored as strings and will have to do any further processing in their specific elements. # misc data that doesn't have a value defined in a theme will return None so elements should be prepared # to handle that with a default behaviour self.ui_element_misc_data = {} self.load_theme( os.path.normpath( os.path.join(module_root_path, 'data/default_theme.json'))) def get_font_dictionary(self): """ Lets us grab the Font dictionary, which is created by the theme object, so we can access it directly. :return UIFontDictionary: """ return self.font_dictionary def load_fonts(self): """ Loads all fonts specified in our loaded theme. """ self.font_dictionary.add_font_path( self.base_font_info['name'], self.base_font_info['regular_path'], self.base_font_info['bold_path'], self.base_font_info['italic_path'], self.base_font_info['bold_italic_path']) font_id = self.font_dictionary.create_font_id( self.base_font_info['size'], self.base_font_info['name'], self.base_font_info['bold'], self.base_font_info['italic']) if font_id not in self.font_dictionary.loaded_fonts: self.font_dictionary.preload_font(self.base_font_info['size'], self.base_font_info['name'], self.base_font_info['bold'], self.base_font_info['italic']) for element_key in self.ui_element_font_infos.keys(): font_info = self.ui_element_font_infos[element_key] bold_path = None italic_path = None bold_italic_path = None if 'regular_path' in font_info: regular_path = font_info['regular_path'] if 'bold_path' in font_info: bold_path = font_info['bold_path'] if 'italic_path' in font_info: italic_path = font_info['italic_path'] if 'bold_italic_path' in font_info: bold_italic_path = font_info['bold_italic_path'] self.font_dictionary.add_font_path(font_info['name'], regular_path, bold_path, italic_path, bold_italic_path) font_id = self.font_dictionary.create_font_id( font_info['size'], font_info['name'], font_info['bold'], font_info['italic']) if font_id not in self.font_dictionary.loaded_fonts: self.font_dictionary.preload_font(font_info['size'], font_info['name'], font_info['bold'], font_info['italic']) self.ui_element_fonts[ element_key] = self.font_dictionary.find_font( font_info['size'], font_info['name'], font_info['bold'], font_info['italic']) def load_images(self): """ Loads all images in our loaded theme. """ for element_key in self.ui_element_image_paths.keys(): image_paths_dict = self.ui_element_image_paths[element_key] self.ui_element_image_surfaces[element_key] = {} for path_key in image_paths_dict: path = image_paths_dict[path_key]['path'] if path in self.loaded_image_files: image = self.loaded_image_files[path] else: image = pygame.image.load(path).convert_alpha() self.loaded_image_files[path] = image if 'sub_surface_rect' in image_paths_dict[path_key]: surface = image.subsurface( image_paths_dict[path_key]['sub_surface_rect']) else: surface = image self.ui_element_image_surfaces[element_key][path_key] = surface def get_next_id_node(self, current_node, element_ids, object_ids, index, tree_size, combined_ids): if index < tree_size: if object_ids is not None: if index < len(object_ids): object_id = object_ids[index] if object_id is not None: next_node = {'id': object_id, 'parent': current_node} self.get_next_id_node(next_node, element_ids, object_ids, index + 1, tree_size, combined_ids) element_id = element_ids[index] next_node_2 = {'id': element_id, 'parent': current_node} self.get_next_id_node(next_node_2, element_ids, object_ids, index + 1, tree_size, combined_ids) else: # unwind gathered_ids = [] unwind_node = current_node while unwind_node is not None: gathered_ids.append(unwind_node['id']) unwind_node = unwind_node['parent'] gathered_ids.reverse() combined_id = gathered_ids[0] for index in range(1, len(gathered_ids)): combined_id += '.' combined_id += gathered_ids[index] combined_ids.append(combined_id) def build_all_combined_ids(self, element_ids, object_ids): """ Construct a combined element id from the elements ids. :param element_ids: All the ids of elements this element is contained within. :param object_ids: All the ids of objects this element is contained within. :return: The combined id string in the database """ combined_ids = [] if object_ids is not None and element_ids is not None: if len(object_ids) != len(element_ids): raise ValueError( "Object ID hierarchy is not equal in length to Element ID hierarchy" "Element IDs: " + str(element_ids) + "\n" "Object IDs: " + str(object_ids) + "\n") if len(element_ids) != 0: self.get_next_id_node(None, element_ids, object_ids, 0, len(element_ids), combined_ids) return combined_ids def get_image(self, object_ids, element_ids, image_id): """ Will return None if no image is specified. There are UI elements that have an optional image display. :param image_id: The id identifying the particular image spot in the UI we are looking for an image to add to. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :return None or pygame.Surface: """ combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) # then check for an element specific data for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_image_surfaces: if image_id in self.ui_element_image_surfaces[ combined_element_id]: return self.ui_element_image_surfaces[combined_element_id][ image_id] return None def get_font_info(self, object_ids, element_ids): """ Uses some data about a UIElement to get font data as dictionary :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :return dictionary: Data about the font requested """ font_info = self.base_font_info # Check for a unique theming for this specific object combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_font_infos: return self.ui_element_font_infos[combined_element_id] return font_info def get_font(self, object_ids, element_ids): """ Uses some data about a UIElement to get a font object. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :return pygame.font.Font: A pygame font object. """ # set the default font as the final fall back font = self.font_dictionary.find_font(self.base_font_info['size'], self.base_font_info['name'], self.base_font_info['bold'], self.base_font_info['italic']) # Check for a unique theming for this specific object combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_fonts: return self.ui_element_fonts[combined_element_id] return font def get_misc_data(self, object_ids, element_ids, misc_data_id): """ Uses data about a UI element and a specific ID to try and find a piece of miscellaneous theming data. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :param misc_data_id: The id for the specific piece of miscellaneous data we are looking for. :return None or str: Returns a string if we find the data, otherwise returns None. """ combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) # then check for an element specific data for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_misc_data: if misc_data_id in self.ui_element_misc_data[ combined_element_id]: return self.ui_element_misc_data[combined_element_id][ misc_data_id] return None def get_colour(self, object_ids, element_ids, colour_id): """ Uses data about a UI element and a specific ID to find a colour from our theme. :param object_ids: A list of custom IDs representing an element's location in a hierarchy. :param element_ids: A list of element IDs representing an element's location in a hierarchy. :param colour_id: The id for the specific colour we are looking for. :return pygame.Color: A pygame colour. """ # first check for a unique theming for this specific object combined_element_ids = self.build_all_combined_ids( element_ids, object_ids) for combined_element_id in combined_element_ids: if combined_element_id in self.ui_element_colours: if colour_id in self.ui_element_colours[combined_element_id]: return self.ui_element_colours[combined_element_id][ colour_id] # if we don't have a specific colour for our individual element, try to inherit colours from higher # in the hierarchy if object_ids is not None: for object_id in object_ids: if object_id is not None: if object_id in self.ui_element_colours: if colour_id in self.ui_element_colours[object_id]: return self.ui_element_colours[object_id][ colour_id] if element_ids is not None: for element_id in element_ids: if element_id in self.ui_element_colours: if colour_id in self.ui_element_colours[element_id]: return self.ui_element_colours[element_id][colour_id] # then fall back on default colour with same id if colour_id in self.base_colours: return self.base_colours[colour_id] # if all else fails find a colour with the most similar id words colour_parts = colour_id.split('_') best_fit_key_count = 0 best_fit_colour = self.base_colours['normal_bg'] for key in self.base_colours.keys(): key_words = key.split('_') count = sum(el in colour_parts for el in key_words) if count > best_fit_key_count: best_fit_key_count = count best_fit_colour = self.base_colours[key] return best_fit_colour def load_theme(self, file_path: Union[str, PathLike]): """ Loads a theme file, and currently, all associated data like fonts and images required by the theme. :param file_path: The path to the theme we want to load. """ if file_path is None: raise ValueError('Theme path cannot be None') with open(os.path.abspath(file_path), 'r') as theme_file: theme_dict = json.load(theme_file) for element_name in theme_dict.keys(): if element_name == 'defaults': for data_type in theme_dict[element_name]: if data_type == 'colours': colours_dict = theme_dict[element_name][data_type] for colour_key in colours_dict: self.base_colours[colour_key] = pygame.Color( colours_dict[colour_key]) else: for data_type in theme_dict[element_name]: if data_type == 'font': font_dict = theme_dict[element_name][data_type] if element_name not in self.ui_element_font_infos: self.ui_element_font_infos[element_name] = {} self.ui_element_font_infos[element_name][ 'name'] = font_dict['name'] self.ui_element_font_infos[element_name][ 'size'] = int(font_dict['size']) if 'bold' in font_dict: self.ui_element_font_infos[element_name][ 'bold'] = bool(int(font_dict['bold'])) else: self.ui_element_font_infos[element_name][ 'bold'] = False if 'italic' in font_dict: self.ui_element_font_infos[element_name][ 'italic'] = bool(int(font_dict['italic'])) else: self.ui_element_font_infos[element_name][ 'italic'] = False if 'regular_path' in font_dict: self.ui_element_font_infos[element_name][ 'regular_path'] = font_dict['regular_path'] if 'bold_path' in font_dict: self.ui_element_font_infos[element_name][ 'bold_path'] = font_dict['bold_path'] if 'italic_path' in font_dict: self.ui_element_font_infos[element_name][ 'italic_path'] = font_dict['italic_path'] if 'bold_italic_path' in font_dict: bold_italic_path = font_dict[ 'bold_italic_path'] self.ui_element_font_infos[element_name][ 'bold_italic_path'] = bold_italic_path if data_type == 'colours': if element_name not in self.ui_element_colours: self.ui_element_colours[element_name] = {} colours_dict = theme_dict[element_name][data_type] for colour_key in colours_dict: pygame_colour = pygame.Color( colours_dict[colour_key]) self.ui_element_colours[element_name][ colour_key] = pygame_colour elif data_type == 'images': if element_name not in self.ui_element_image_paths: self.ui_element_image_paths[element_name] = {} images_dict = theme_dict[element_name][data_type] for image_key in images_dict: self.ui_element_image_paths[element_name][ image_key] = {} image_path = str( images_dict[image_key]['path']) self.ui_element_image_paths[element_name][ image_key]['path'] = image_path if 'sub_surface_rect' in images_dict[ image_key]: rect_list = str(images_dict[image_key][ 'sub_surface_rect']).strip().split(',') x = int(rect_list[0].strip()) y = int(rect_list[1].strip()) w = int(rect_list[2].strip()) h = int(rect_list[3].strip()) rect = pygame.Rect((x, y), (w, h)) self.ui_element_image_paths[element_name][ image_key]['sub_surface_rect'] = rect elif data_type == 'misc': if element_name not in self.ui_element_misc_data: self.ui_element_misc_data[element_name] = {} misc_dict = theme_dict[element_name][data_type] for misc_data_key in misc_dict: self.ui_element_misc_data[element_name][ misc_data_key] = str( misc_dict[misc_data_key]) # TODO: these should be triggered at an appropriate time in our project when lots of files are being loaded self.load_fonts() self.load_images()
def __init__(self, font_size: int, font_name: str, chunk: str, style: CharStyle, colour: Union[pygame.Color, ColourGradient], bg_colour: Union[pygame.Color, ColourGradient], is_link: bool, link_href: str, link_style: CharStyle, position: Tuple[int, int], font_dictionary: UIFontDictionary): self.style = style self.chunk = chunk self.font_size = font_size self.font_name = font_name self.is_link = is_link self.link_href = link_href self.link_style = link_style self.font = font_dictionary.find_font(font_size, font_name, self.style.bold, self.style.italic) if self.is_link: self.normal_colour = self.link_style['link_text'] self.hover_colour = self.link_style['link_hover'] self.selected_colour = self.link_style['link_selected'] self.link_normal_underline = self.link_style[ 'link_normal_underline'] self.link_hover_underline = self.link_style['link_hover_underline'] else: self.normal_colour = colour self.hover_colour = None self.selected_colour = None self.link_normal_underline = False self.link_hover_underline = False self.colour = self.normal_colour self.bg_colour = bg_colour self.position = position self.is_hovered = False self.is_selected = False if self.style.underline or (self.is_hovered and self.link_hover_underline) or \ (self.link_normal_underline and not self.is_hovered): self.font.set_underline(True) if len(self.chunk) > 0: if not isinstance(self.colour, ColourGradient): if isinstance(self.bg_colour, ColourGradient) or self.bg_colour.a != 255: self.rendered_chunk = self.font.render( self.chunk, True, self.colour) else: self.rendered_chunk = self.font.render( self.chunk, True, self.colour, self.bg_colour) else: self.rendered_chunk = self.font.render( self.chunk, True, pygame.Color('#FFFFFFFF')) self.colour.apply_gradient_to_surface(self.rendered_chunk) else: self.rendered_chunk = pygame.Surface((0, 0)) metrics = self.font.metrics(self.chunk) self.ascent = self.font.get_ascent() self.width = self.font.size(self.chunk)[0] self.height = self.font.size(self.chunk)[1] self.advance = 0 for i in range(len(self.chunk)): if len(metrics[i]) == 5: self.advance += metrics[i][4] self.rect = pygame.Rect(self.position, (self.width, self.height)) self.metrics_changed_after_redraw = False self.unset_underline_style()