def test_find_surface_in_cache(self, _init_pygame, _display_surface_return_none): cache = SurfaceCache() cache.add_surface_to_cache(pygame.Surface((64, 64)), 'doop') assert isinstance(cache.find_surface_in_cache('doop'), pygame.Surface) cache.update() assert isinstance(cache.find_surface_in_cache('doop'), pygame.Surface) assert cache.find_surface_in_cache('derp') is None
def test_remove_user_from_cache_item(self, _init_pygame, _display_surface_return_none): cache = SurfaceCache() cache.add_surface_to_cache(pygame.Surface((64, 64)), 'doop') cache.update() assert cache.cache_long_term_lookup['doop']['current_uses'] == 1 assert len(cache.consider_purging_list) == 0 cache.remove_user_from_cache_item('doop') assert cache.cache_long_term_lookup['doop']['current_uses'] == 0 assert len(cache.consider_purging_list) == 1
def test_update(self, _init_pygame, _display_surface_return_none): cache = SurfaceCache() cache.add_surface_to_cache(pygame.Surface((64, 64)), 'doop') assert len(cache.cache_short_term_lookup) == 1 assert len(cache.cache_long_term_lookup) == 0 cache.update() assert len(cache.cache_short_term_lookup) == 0 assert len(cache.cache_long_term_lookup) == 1 cache.low_on_space = True cache.cache_long_term_lookup['doop']['current_uses'] = 0 cache.consider_purging_list.append('doop') cache.update() assert len(cache.consider_purging_list) == 0 assert len(cache.cache_long_term_lookup) == 0 assert not cache.low_on_space
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
class UIAppearanceTheme(IUIAppearanceThemeInterface): """ 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, resource_loader: IResourceLoader): self._resource_loader = resource_loader # 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 = {} self.font_dictionary = UIFontDictionary(self._resource_loader) self.shadow_generator = ShadowGenerator() self.shape_cache = SurfaceCache() self.unique_theming_ids = {} self.ui_element_fonts_info = {} self.ui_element_image_locs = {} self.ele_font_res = {} self.ui_element_image_surfaces = {} self.ui_element_misc_data = {} self.image_resources = {} # type: Dict[str,ImageResource] self.surface_resources = {} # type: Dict[str,SurfaceResource] self._theme_file_last_modified = None self._theme_file_path = None self._load_default_theme_file() self.st_cache_duration = 10.0 self.st_cache_clear_timer = 0.0 def _load_default_theme_file(self): """ Loads the default theme file, either from the file directly or from string data if we have been turned into an exe by a program like PyInstaller. """ if USE_IMPORT_LIB_RESOURCE: self.load_theme( PackageResource('pygame_gui.data', 'default_theme.json')) elif USE_FILE_PATH: self.load_theme(THEME_PATH) elif USE_STRINGIFIED_DATA: self.load_theme( io.StringIO( base64.standard_b64decode(default_theme).decode("utf-8"))) def get_font_dictionary(self) -> IUIFontDictionaryInterface: """ Lets us grab the font dictionary, which is created by the theme object, so we can access it directly. :return: The font dictionary. """ return self.font_dictionary def check_need_to_reload(self) -> bool: """ 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 None: return False need_to_reload = False try: if isinstance(self._theme_file_path, PackageResource): with path(self._theme_file_path.package, self._theme_file_path.resource) as package_file_path: stamp = os.stat(package_file_path).st_mtime else: stamp = os.stat(self._theme_file_path).st_mtime except (pygame.error, FileNotFoundError, OSError): need_to_reload = False else: if stamp != self._theme_file_last_modified: self._theme_file_last_modified = stamp self.reload_theming() need_to_reload = True return need_to_reload def update_caching(self, time_delta: float): """ Updates the various surface caches. """ if self.st_cache_clear_timer > self.st_cache_duration: self.st_cache_clear_timer = 0.0 self.shadow_generator.clear_short_term_caches() else: self.st_cache_clear_timer += time_delta self.shape_cache.update() def reload_theming(self): """ We need to load our theme file to 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. """ for element_key in self.ui_element_fonts_info: font_info = self.ui_element_fonts_info[element_key] if 'regular_path' in font_info: regular_path = font_info['regular_path'] self.font_dictionary.add_font_path( font_info['name'], regular_path, font_info.get('bold_path', None), font_info.get('italic_path', None), font_info.get('bold_italic_path', None)) elif 'regular_resource' in font_info: bold_resource = None italic_resource = None bld_it_resource = None reg_res_data = font_info['regular_resource'] regular_resource = PackageResource( package=reg_res_data['package'], resource=reg_res_data['resource']) if 'bold_resource' in font_info: bold_res_data = font_info['bold_resource'] bold_resource = PackageResource( package=bold_res_data['package'], resource=bold_res_data['resource']) if 'italic_resource' in font_info: italic_res_data = font_info['italic_resource'] italic_resource = PackageResource( package=italic_res_data['package'], resource=italic_res_data['resource']) if 'bold_italic_resource' in font_info: bld_it_res_data = font_info['bold_italic_resource'] bld_it_resource = PackageResource( package=bld_it_res_data['package'], resource=bld_it_res_data['resource']) self.font_dictionary.add_font_path(font_info['name'], regular_resource, bold_resource, italic_resource, bld_it_resource) 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.ele_font_res[ element_key] = self.font_dictionary.find_font_resource( 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_locs: image_ids_dict = self.ui_element_image_locs[element_key] if element_key not in self.ui_element_image_surfaces: self.ui_element_image_surfaces[element_key] = {} for image_id in image_ids_dict: image_resource_data = image_ids_dict[image_id] if image_resource_data['changed']: if 'package' in image_resource_data and 'resource' in image_resource_data: resource_id = (str(image_resource_data['package']) + '/' + str(image_resource_data['resource'])) if resource_id in self.image_resources: image_resource = self.image_resources[resource_id] else: package_resource = PackageResource( package=image_resource_data['package'], resource=image_resource_data['resource']) if USE_IMPORT_LIB_RESOURCE: image_resource = ImageResource( image_id=resource_id, location=package_resource) else: image_resource = ImageResource( image_id=resource_id, location=package_resource.to_path()) self._resource_loader.add_resource(image_resource) self.image_resources[resource_id] = image_resource elif 'path' in image_resource_data: resource_id = image_resource_data['path'] if resource_id in self.image_resources: image_resource = self.image_resources[resource_id] else: image_resource = ImageResource( image_id=resource_id, location=image_resource_data['path']) self._resource_loader.add_resource(image_resource) self.image_resources[resource_id] = image_resource else: raise warnings.warn('Unable to find image with id: ' + str(image_id)) if image_resource is not None: if 'sub_surface_rect' in image_resource_data: surface_id = ( image_resource.image_id + str(image_resource_data['sub_surface_rect'])) if surface_id in self.surface_resources: surf_resource = self.surface_resources[ surface_id] else: surf_resource = SurfaceResource( image_resource=image_resource, sub_surface_rect=image_resource_data[ 'sub_surface_rect']) self.surface_resources[ surface_id] = surf_resource self._resource_loader.add_resource( surf_resource) else: surface_id = image_resource.image_id if surface_id in self.surface_resources: surf_resource = self.surface_resources[ surface_id] else: surf_resource = SurfaceResource( image_resource=image_resource) self.surface_resources[ surface_id] = surf_resource surf_resource.surface = surf_resource.image_resource.loaded_surface self.ui_element_image_surfaces[element_key][ image_id] = surf_resource 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 element_misc_data = self.ui_element_misc_data[misc_id] if 'shape' in element_misc_data: shape = element_misc_data['shape'] if 'shadow_width' in element_misc_data: try: shadow_width = int(element_misc_data['shadow_width']) except ValueError: shadow_width = 2 warnings.warn("Invalid value: " + element_misc_data['shadow_width'] + " for shadow_width") if 'shape_corner_radius' in element_misc_data: try: shape_corner_radius = int( element_misc_data['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") if shape in ['rounded_rectangle', '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( shadow_width + shape_corner_radius) if shadow_id not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( shadow_width, shadow_width + shape_corner_radius) elif 'shadow_width' 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]: # have a corner radius but no idea on the shadow width, try most common - shadow_id_1 = str(1) + 'x' + str(1 + shape_corner_radius) if shadow_id_1 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( 1, 1 + shape_corner_radius) shadow_id_2 = str(2) + 'x' + str(2 + shape_corner_radius) if shadow_id_2 not in self.shadow_generator.preloaded_shadow_corners: self.shadow_generator.create_shadow_corners( 2, 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: Union[Dict[str, Union[str, Dict]], None], element_ids: List[str], object_ids: List[Union[str, None]], index: int, tree_size: int, combined_ids: List[str]): """ Use a recursive algorithm to build up a list of IDs that describe a particular UI object to ever decreasing degrees of accuracy. We first iterate forward through the ID strings building up parent->child relationships and then unwind them backwards to create the final string IDs. We pick object IDs over element IDs first when available placing those IDs containing object IDs higher up in our list. :param current_node: The current 'node' we are at in the recursive algorithm. :param element_ids: A hierarchical list of all element IDs that apply to our element, this includes parents. :param object_ids: A hierarchical list of all object IDs that apply to our element, this includes parents. :param index: The current index in the two ID lists. :param tree_size: The size of both lists. :param combined_ids: The final list of combined IDs. """ if index < tree_size: if object_ids is not None and 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 gathered_index in range(1, len(gathered_ids)): combined_id += '.' combined_id += gathered_ids[gathered_index] combined_ids.append(combined_id) def build_all_combined_ids( self, element_ids: Union[None, List[str]], object_ids: Union[None, List[Union[str, None]]]) -> List[str]: """ Construct a list of combined element ids from the element's various accumulated 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: A list of IDs that reference this element in order of decreasing specificity. """ combined_id = str(element_ids).join(str(object_ids)) if combined_id in self.unique_theming_ids: return self.unique_theming_ids[combined_id] 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) + "\nObject 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) current_ids = combined_ids[:] found_all_ids = False while not found_all_ids: if len(current_ids) > 0: for index, current_id in enumerate(current_ids): found_full_stop_index = current_id.find('.') if found_full_stop_index == -1: found_all_ids = True else: current_ids[index] = current_id[ found_full_stop_index + 1:] combined_ids.append(current_ids[index]) else: found_all_ids = True self.unique_theming_ids[combined_id] = combined_ids return combined_ids def get_image(self, image_id: str, combined_element_ids: List[str]) -> pygame.Surface: """ Will raise an exception if no image with the ids specified is found. UI elements that have an optional image display will need to handle the exception. :param combined_element_ids: A list of IDs representing an element's location in a hierarchy of elements. :param image_id: The id identifying the particular image spot in the UI we are looking for an image to add to. :return: A pygame.Surface """ for combined_element_id in combined_element_ids: if (combined_element_id in self.ui_element_image_surfaces and image_id in self.ui_element_image_surfaces[combined_element_id]): return self.ui_element_image_surfaces[combined_element_id][ image_id].surface raise LookupError('Unable to find any image with id: ' + str(image_id) + ' with combined_element_ids: ' + str(combined_element_ids)) def get_font_info(self, combined_element_ids: List[str]) -> Dict[str, Any]: """ Uses some data about a UIElement to get font data as dictionary :param combined_element_ids: A list of IDs representing an element's location in a interleaved hierarchy of elements. :return dictionary: Data about the font requested """ 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 self.font_dictionary.default_font_info def get_font(self, combined_element_ids: List[str]) -> pygame.font.Font: """ Uses some data about a UIElement to get a font object. :param combined_element_ids: A list of IDs representing an element's location in a interleaved hierarchy of elements. :return pygame.font.Font: A pygame font object. """ # set the default font as the final fall back font = self.font_dictionary.get_default_font() for combined_element_id in combined_element_ids: if combined_element_id in self.ele_font_res: return self.ele_font_res[combined_element_id].loaded_font return font def get_misc_data(self, misc_data_id: str, combined_element_ids: List[str]) -> Union[str, Dict]: """ Uses data about a UI element and a specific ID to try and find a piece of miscellaneous theming data. Raises an exception if it can't find the data requested, UI elements requesting optional data will need to handle this exception. :param combined_element_ids: A list of IDs representing an element's location in a hierarchy of elements. :param misc_data_id: The id for the specific piece of miscellaneous data we are looking for. :return Any: Returns a string or a Dict """ for combined_element_id in combined_element_ids: if (combined_element_id in self.ui_element_misc_data and misc_data_id in self.ui_element_misc_data[combined_element_id]): return self.ui_element_misc_data[combined_element_id][ misc_data_id] raise LookupError('Unable to find any data with id: ' + str(misc_data_id) + ' with combined_element_ids: ' + str(combined_element_ids)) def get_colour(self, colour_id: str, combined_element_ids: List[str] = None) -> pygame.Color: """ Uses data about a UI element and a specific ID to find a colour from our theme. :param combined_element_ids: A list of IDs representing an element's location in a hierarchy of elements. :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( colour_id, combined_element_ids) if isinstance(colour_or_gradient, ColourGradient): gradient = colour_or_gradient colour = gradient.colour_1 elif isinstance(colour_or_gradient, pygame.Color): colour = colour_or_gradient else: colour = pygame.Color('#000000') return colour def get_colour_or_gradient( self, colour_id: str, combined_ids: List[str] = None ) -> Union[pygame.Color, IColourGradientInterface]: """ 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 combined_ids: A list of IDs representing an element's location in a hierarchy of elements. :param colour_id: The id for the specific colour we are looking for. :return pygame.Color or ColourGradient: A colour or a gradient object. """ if combined_ids is not None: for combined_id in combined_ids: if (combined_id in self.ui_element_colours and colour_id in self.ui_element_colours[combined_id]): return self.ui_element_colours[combined_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: 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: Any, mode: str = "r"): """ Wraps file open in some exception handling. """ if not isinstance(filename, io.StringIO): try: file = open(filename, mode) except IOError as err: yield None, err else: try: yield file, None finally: file.close() else: file = filename try: yield file, None finally: file.close() def load_theme(self, file_path: Union[str, PathLike, io.StringIO, PackageResource]): """ 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 isinstance(file_path, PackageResource): if USE_IMPORT_LIB_RESOURCE: used_file_path = io.StringIO( read_text(file_path.package, file_path.resource)) self._theme_file_path = file_path with path(file_path.package, file_path.resource) as package_file_path: self._theme_file_last_modified = os.stat( package_file_path).st_mtime elif USE_FILE_PATH: used_file_path = file_path.to_path() elif not isinstance(file_path, io.StringIO): self._theme_file_path = create_resource_path(file_path) try: self._theme_file_last_modified = os.stat( self._theme_file_path).st_mtime except (pygame.error, FileNotFoundError, OSError): self._theme_file_last_modified = 0 used_file_path = self._theme_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: theme_dict = json.load(theme_file, object_pairs_hook=OrderedDict) except json.decoder.JSONDecodeError: warnings.warn( "Failed to load current theme file, check syntax", UserWarning) load_success = False else: load_success = True if load_success: for element_name in theme_dict.keys(): if element_name == 'defaults': self._load_colour_defaults_from_theme(theme_dict) else: self._load_prototype(element_name, theme_dict) 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) 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_prototype(self, element_name: str, theme_dict: Dict[str, Any]): """ Loads a prototype theme block for our current theme element if any exists. Prototype blocks must be above their 'production' elements in the theme file. :param element_name: The element to load a prototype for. :param theme_dict: The theme file dictionary. """ if 'prototype' not in theme_dict[element_name]: return prototype_id = theme_dict[element_name]['prototype'] found_prototypes = [] if prototype_id in self.ui_element_fonts_info: prototype_font = self.ui_element_fonts_info[prototype_id] if element_name not in self.ui_element_fonts_info: self.ui_element_fonts_info[element_name] = {} for data_key in prototype_font: self.ui_element_fonts_info[element_name][ data_key] = prototype_font[data_key] found_prototypes.append(prototype_font) if prototype_id in self.ui_element_colours: prototype_colours = self.ui_element_colours[prototype_id] if element_name not in self.ui_element_colours: self.ui_element_colours[element_name] = {} for col_key in prototype_colours: self.ui_element_colours[element_name][ col_key] = prototype_colours[col_key] found_prototypes.append(prototype_colours) if prototype_id in self.ui_element_image_locs: prototype_images = self.ui_element_image_locs[prototype_id] if element_name not in self.ui_element_image_locs: self.ui_element_image_locs[element_name] = {} for image_key in prototype_images: self.ui_element_image_locs[element_name][ image_key] = prototype_images[image_key] found_prototypes.append(prototype_images) if prototype_id in self.ui_element_misc_data: prototype_misc = self.ui_element_misc_data[prototype_id] if element_name not in self.ui_element_misc_data: self.ui_element_misc_data[element_name] = {} for misc_key in prototype_misc: self.ui_element_misc_data[element_name][ misc_key] = prototype_misc[misc_key] found_prototypes.append(prototype_misc) if not found_prototypes: warnings.warn( "Failed to find any prototype data with ID: " + prototype_id, UserWarning) def _load_element_misc_data_from_theme(self, data_type: str, element_name: str, theme_dict: Dict[str, Any]): """ Load miscellaneous theming data direct from the theme file's data dictionary into our misc data dictionary. Data is stored by it's combined element ID and an ID specific to the type of data it is. :param data_type: The type of misc data as described by a string. :param element_name: The theming element ID that this data belongs to. :param theme_dict: The data dictionary from the theming file to load data from. """ 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: if isinstance(misc_dict[misc_data_key], (dict, str)): self.ui_element_misc_data[element_name][ misc_data_key] = misc_dict[misc_data_key] def _load_element_image_data_from_theme(self, data_type: str, element_name: str, theme_dict: Dict[str, Any]): """ Load image theming data direct from the theme file's data dictionary into our image data dictionary. Data is stored by it's combined element ID and an ID specific to the type of data it is. :param data_type: The type of image data as described by a string. :param element_name: The theming element ID that this data belongs to. :param theme_dict: The data dictionary from the theming file to load data from. """ if element_name not in self.ui_element_image_locs: self.ui_element_image_locs[element_name] = {} loaded_img_dict = theme_dict[element_name][data_type] for image_key in loaded_img_dict: if image_key not in self.ui_element_image_locs[element_name]: self.ui_element_image_locs[element_name][image_key] = {} self.ui_element_image_locs[element_name][image_key][ 'changed'] = True else: self.ui_element_image_locs[element_name][image_key][ 'changed'] = False img_res_dict = self.ui_element_image_locs[element_name][image_key] if 'package' in loaded_img_dict[ image_key] and 'resource' in loaded_img_dict[image_key]: package = str(loaded_img_dict[image_key]['package']) resource = str(loaded_img_dict[image_key]['resource']) if 'package' in img_res_dict and package != img_res_dict[ 'package']: img_res_dict['changed'] = True if 'resource' in img_res_dict and resource != img_res_dict[ 'resource']: img_res_dict['changed'] = True img_res_dict['package'] = package img_res_dict['resource'] = resource elif 'path' in loaded_img_dict[image_key]: image_path = str(loaded_img_dict[image_key]['path']) if 'path' in img_res_dict and image_path != img_res_dict[ 'path']: img_res_dict['changed'] = True img_res_dict['path'] = image_path if 'sub_surface_rect' in loaded_img_dict[image_key]: rect_list = str(loaded_img_dict[image_key] ['sub_surface_rect']).strip().split(',') if len(rect_list) == 4: try: top_left = (int(rect_list[0].strip()), int(rect_list[1].strip())) size = (int(rect_list[2].strip()), int(rect_list[3].strip())) except (ValueError, TypeError): rect = pygame.Rect((0, 0), (10, 10)) warnings.warn( "Unable to create subsurface rectangle from string: " "" + loaded_img_dict[image_key]['sub_surface_rect']) else: rect = pygame.Rect(top_left, size) if ('sub_surface_rect' in img_res_dict and rect != img_res_dict['sub_surface_rect']): img_res_dict['changed'] = True img_res_dict['sub_surface_rect'] = rect def _load_element_colour_data_from_theme(self, data_type: str, element_name: str, theme_dict: Dict[str, Any]): """ Load colour/gradient theming data direct from the theme file's data dictionary into our colour data dictionary. Data is stored by it's combined element ID and an ID specific to the type of data it is. :param data_type: The type of colour data as described by a string. :param element_name: The theming element ID that this data belongs to. :param theme_dict: The data dictionary from the theming file to load data from. """ 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: colour = self._load_colour_or_gradient_from_theme( colours_dict, colour_key) self.ui_element_colours[element_name][colour_key] = colour def _load_element_font_data_from_theme(self, data_type: str, element_name: str, theme_dict: Dict[str, Any]): """ Load font theming data direct from the theme file's data dictionary into our font data dictionary. Data is stored by it's combined element ID and an ID specific to the type of data it is. :param data_type: The type of font data as described by a string. :param element_name: The theming element ID that this data belongs to. :param theme_dict: The data dictionary from the theming file to load data from. """ file_dict = theme_dict[element_name][data_type] if element_name not in self.ui_element_fonts_info: self.ui_element_fonts_info[element_name] = {} font_info_dict = self.ui_element_fonts_info[element_name] font_info_dict['name'] = file_dict['name'] try: font_info_dict['size'] = int(file_dict['size']) except ValueError: default_size = self.font_dictionary.default_font_size font_info_dict['size'] = default_size if 'bold' in file_dict: try: font_info_dict['bold'] = bool(int(file_dict['bold'])) except ValueError: font_info_dict['bold'] = False else: font_info_dict['bold'] = False if 'italic' in file_dict: try: font_info_dict['italic'] = bool(int(file_dict['italic'])) except ValueError: font_info_dict['italic'] = False else: font_info_dict['italic'] = False if 'regular_path' in file_dict: font_info_dict['regular_path'] = file_dict['regular_path'] if 'bold_path' in file_dict: font_info_dict['bold_path'] = file_dict['bold_path'] if 'italic_path' in file_dict: font_info_dict['italic_path'] = file_dict['italic_path'] if 'bold_italic_path' in file_dict: bold_italic_path = file_dict['bold_italic_path'] font_info_dict['bold_italic_path'] = bold_italic_path if 'regular_resource' in file_dict: resource_data = { 'package': file_dict['regular_resource']['package'], 'resource': file_dict['regular_resource']['resource'] } font_info_dict['regular_resource'] = resource_data if 'bold_resource' in file_dict: resource_data = { 'package': file_dict['bold_resource']['package'], 'resource': file_dict['bold_resource']['resource'] } font_info_dict['bold_resource'] = resource_data if 'italic_resource' in file_dict: resource_data = { 'package': file_dict['italic_resource']['package'], 'resource': file_dict['italic_resource']['resource'] } font_info_dict['italic_resource'] = resource_data if 'bold_italic_resource' in file_dict: resource_data = { 'package': file_dict['bold_italic_resource']['package'], 'resource': file_dict['bold_italic_resource']['resource'] } font_info_dict['bold_italic_resource'] = resource_data def _load_colour_defaults_from_theme(self, theme_dict: Dict[str, Any]): """ Load the default colours for this theme. :param theme_dict: The data dictionary from the theming file to load data from. """ for data_type in theme_dict['defaults']: if data_type == 'colours': colours_dict = theme_dict['defaults'][data_type] for colour_key in colours_dict: colour = self._load_colour_or_gradient_from_theme( colours_dict, colour_key) self.base_colours[colour_key] = colour @staticmethod def _load_colour_or_gradient_from_theme( theme_colours_dictionary: Dict[str, str], colour_id: str) -> Union[pygame.Color, ColourGradient]: """ Load a single colour, or gradient, from theming file data. :param theme_colours_dictionary: Part of the theming file data relating to colours. :param colour_id: The ID of the colour or gradient to load. """ 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(',') try: gradient_direction = int(string_data_list[-1]) except ValueError: warnings.warn("Invalid gradient: " + string_data + " for id:" + colour_id + " in theme file") else: if 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 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