def test_out_of_hold_range_when_zeroed(self, _init_pygame: None, default_ui_manager: UIManager): button = UIButton(relative_rect=pygame.Rect(10, 10, 150, 30), text="Test Button", tool_tip_text="This is a test of the button's tool tip functionality.", manager=default_ui_manager) button.set_hold_range((0, 0)) assert button.in_hold_range(pygame.math.Vector2(400.0, 500.0)) is False
def test_in_hold_range_inside_button(self, _init_pygame: None, default_ui_manager: UIManager): button = UIButton(relative_rect=pygame.Rect(10, 10, 150, 30), text="Test Button", tool_tip_text="This is a test of the button's tool tip functionality.", manager=default_ui_manager) button.set_hold_range((50, 200)) assert button.in_hold_range(pygame.math.Vector2(20.0, 25.0)) is True
class UIHorizontalSlider(UIElement): """ A horizontal slider is intended to help users adjust values within a range, for example a volume control. :param relative_rect: A rectangle describing the position and dimensions of the element. :param start_value: The value to start the slider at. :param value_range: The full range of values. :param manager: The UIManager that manages this element. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. :param anchors: A dictionary describing what this element's relative_rect is relative to. """ def __init__(self, relative_rect: pygame.Rect, start_value: Union[float, int], value_range: Tuple[Union[float, int], Union[float, int]], manager: IUIManagerInterface, container: Union[IContainerLikeInterface, None] = None, parent_element: UIElement = None, object_id: Union[str, None] = None, anchors: Dict[str, str] = None ): new_element_ids, new_object_ids = self.create_valid_ids(container=container, parent_element=parent_element, object_id=object_id, element_id='horizontal_slider') super().__init__(relative_rect, manager, container, layer_thickness=2, starting_height=1, element_ids=new_element_ids, object_ids=new_object_ids, anchors=anchors) self.default_button_width = 20 self.arrow_button_width = self.default_button_width self.sliding_button_width = self.default_button_width self.current_percentage = 0.5 self.left_limit_position = 0.0 self.starting_grab_x_difference = 0 self.value_range = value_range value_range_length = self.value_range[1] - self.value_range[0] self.current_value = int(self.value_range[0] + (self.current_percentage * value_range_length)) self.grabbed_slider = False self.has_moved_recently = False self.has_been_moved_by_user_recently = False self.background_colour = None self.border_colour = None self.border_width = None self.shadow_width = None self.drawable_shape = None self.shape_type = 'rectangle' self.shape_corner_radius = None self.background_rect = None self.scrollable_width = None self.right_limit_position = None self.scroll_position = None self.left_button = None self.right_button = None self.sliding_button = None self.arrow_buttons_enabled = True self.button_container = None self.rebuild_from_changed_theme_data() sliding_x_pos = int(self.background_rect.width / 2 - self.sliding_button_width / 2) self.sliding_button = UIButton(pygame.Rect((sliding_x_pos, 0), (self.sliding_button_width, self.background_rect.height)), '', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id='#sliding_button', anchors={'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom'} ) self.sliding_button.set_hold_range((self.background_rect.width, 100)) self.set_current_value(start_value) def rebuild(self): """ Rebuild anything that might need rebuilding. """ border_and_shadow = self.border_width + self.shadow_width self.background_rect = pygame.Rect((border_and_shadow + self.relative_rect.x, border_and_shadow + self.relative_rect.y), (self.relative_rect.width - (2 * border_and_shadow), self.relative_rect.height - (2 * border_and_shadow))) theming_parameters = {'normal_bg': self.background_colour, 'normal_border': self.border_colour, 'border_width': self.border_width, 'shadow_width': self.shadow_width, 'shape_corner_radius': self.shape_corner_radius} if self.shape_type == 'rectangle': self.drawable_shape = RectDrawableShape(self.rect, theming_parameters, ['normal'], self.ui_manager) elif self.shape_type == 'rounded_rectangle': self.drawable_shape = RoundedRectangleShape(self.rect, theming_parameters, ['normal'], self.ui_manager) self.set_image(self.drawable_shape.get_surface('normal')) if self.button_container is None: self.button_container = UIContainer(self.background_rect, manager=self.ui_manager, container=self.ui_container, anchors=self.anchors, object_id='#horiz_scrollbar_buttons_container') else: self.button_container.set_dimensions(self.background_rect.size) self.button_container.set_relative_position(self.background_rect.topleft) # Things below here depend on theme data so need to be updated on a rebuild if self.arrow_buttons_enabled: self.arrow_button_width = self.default_button_width if self.left_button is None: self.left_button = UIButton(pygame.Rect((0, 0), (self.arrow_button_width, self.background_rect.height)), '◀', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id='#left_button', anchors={'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom'} ) if self.right_button is None: self.right_button = UIButton(pygame.Rect((-self.arrow_button_width, 0), (self.arrow_button_width, self.background_rect.height)), '▶', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id='#right_button', anchors={'left': 'right', 'right': 'right', 'top': 'top', 'bottom': 'bottom'}) else: self.arrow_button_width = 0 if self.left_button is not None: self.left_button.kill() self.left_button = None if self.right_button is not None: self.right_button.kill() self.right_button = None self.scrollable_width = (self.background_rect.width - self.sliding_button_width - (2 * self.arrow_button_width)) self.right_limit_position = self.scrollable_width self.scroll_position = self.scrollable_width / 2 if self.sliding_button is not None: sliding_x_pos = int((self.background_rect.width / 2) - (self.sliding_button_width / 2)) self.sliding_button.set_relative_position((sliding_x_pos, 0)) self.sliding_button.set_dimensions((self.sliding_button_width, self.background_rect.height)) self.sliding_button.set_hold_range((self.background_rect.width, 100)) self.set_current_value(self.current_value) def kill(self): """ Overrides the normal sprite kill() method to also kill the button elements that help make up the slider. """ self.button_container.kill() super().kill() def update(self, time_delta: float): """ Takes care of actually moving the slider based on interactions reported by the buttons or based on movement of the mouse if we are gripping the slider itself. :param time_delta: the time in seconds between calls to update. """ super().update(time_delta) if not self.alive(): return moved_this_frame = False if self.left_button is not None and (self.left_button.held and self.scroll_position > self.left_limit_position): self.scroll_position -= (250.0 * time_delta) self.scroll_position = max(self.scroll_position, self.left_limit_position) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif self.right_button is not None and (self.right_button.held and self.scroll_position < self.right_limit_position): self.scroll_position += (250.0 * time_delta) self.scroll_position = min(self.scroll_position, self.right_limit_position) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True mouse_x, mouse_y = self.ui_manager.get_mouse_position() if self.sliding_button.held and self.sliding_button.in_hold_range((mouse_x, mouse_y)): if not self.grabbed_slider: self.grabbed_slider = True real_scroll_pos = self.sliding_button.rect.left self.starting_grab_x_difference = mouse_x - real_scroll_pos real_scroll_pos = self.sliding_button.rect.left current_grab_difference = mouse_x - real_scroll_pos adjustment_required = current_grab_difference - self.starting_grab_x_difference self.scroll_position = self.scroll_position + adjustment_required self.scroll_position = min(max(self.scroll_position, self.left_limit_position), self.right_limit_position) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif not self.sliding_button.held: self.grabbed_slider = False if moved_this_frame: self.current_percentage = self.scroll_position / self.scrollable_width self.current_value = self.value_range[0] + (self.current_percentage * (self.value_range[1] - self.value_range[0])) if not self.has_moved_recently: self.has_moved_recently = True if not self.has_been_moved_by_user_recently: self.has_been_moved_by_user_recently = True event_data = {'user_type': UI_HORIZONTAL_SLIDER_MOVED, 'value': self.current_value, 'ui_element': self, 'ui_object_id': self.most_specific_combined_id} slider_moved_event = pygame.event.Event(pygame.USEREVENT, event_data) pygame.event.post(slider_moved_event) def get_current_value(self) -> Union[float, int]: """ Gets the current value the slider is set to. :return: The current value recorded by the slider. """ self.has_moved_recently = False self.has_been_moved_by_user_recently = False return self.current_value def set_current_value(self, value: Union[float, int]): """ Sets the value of the slider, which will move the position of the slider to match. Will issue a warning if the value set is not in the value range. :param value: The value to set. """ if min(self.value_range[0], self.value_range[1]) <= value <= max(self.value_range[0], self.value_range[1]): self.current_value = float(value) value_range_size = (self.value_range[1] - self.value_range[0]) if value_range_size != 0: self.current_percentage = (self.current_value - self.value_range[0])/value_range_size self.scroll_position = self.scrollable_width * self.current_percentage x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) self.has_moved_recently = True else: warnings.warn('value not in range', UserWarning) def rebuild_from_changed_theme_data(self): """ Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for this element when the theme data has changed. """ has_any_changed = False shape_type = 'rectangle' shape_type_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'shape') if shape_type_string is not None and shape_type_string in ['rectangle', 'rounded_rectangle']: shape_type = shape_type_string if shape_type != self.shape_type: self.shape_type = shape_type has_any_changed = True if self._check_shape_theming_changed(defaults={'border_width': 1, 'shadow_width': 2, 'shape_corner_radius': 2}): has_any_changed = True background_colour = self.ui_theme.get_colour_or_gradient(self.object_ids, self.element_ids, 'dark_bg') if background_colour != self.background_colour: self.background_colour = background_colour has_any_changed = True border_colour = self.ui_theme.get_colour_or_gradient(self.object_ids, self.element_ids, 'normal_border') if border_colour != self.border_colour: self.border_colour = border_colour has_any_changed = True buttons_enable_param = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'enable_arrow_buttons') if buttons_enable_param is not None: try: buttons_enable = bool(int(buttons_enable_param)) except ValueError: buttons_enable = True if buttons_enable != self.arrow_buttons_enabled: self.arrow_buttons_enabled = buttons_enable has_any_changed = True sliding_button_width = self.default_button_width sliding_button_width_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'sliding_button_width') if sliding_button_width_string is not None: try: sliding_button_width = int(sliding_button_width_string) except ValueError: sliding_button_width = self.default_button_width if sliding_button_width != self.sliding_button_width: self.sliding_button_width = sliding_button_width has_any_changed = True if has_any_changed: self.rebuild() def set_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the absolute screen position of this slider, updating all subordinate button elements at the same time. :param position: The absolute screen position to set. """ super().set_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position(self.background_rect.topleft) def set_relative_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the relative screen position of this slider, updating all subordinate button elements at the same time. :param position: The relative screen position to set. """ super().set_relative_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position(self.background_rect.topleft) def set_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the dimensions of an element. :param dimensions: The new dimensions to set. """ super().set_dimensions(dimensions) border_and_shadow = self.border_width + self.shadow_width self.background_rect.width = self.relative_rect.width - (2 * border_and_shadow) self.background_rect.height = self.relative_rect.height - (2 * border_and_shadow) self.button_container.set_dimensions(self.background_rect.size) # sort out sliding button parameters self.scrollable_width = (self.background_rect.width - self.sliding_button_width - (2 * self.arrow_button_width)) self.right_limit_position = self.scrollable_width self.scroll_position = self.scrollable_width * self.current_percentage slider_x_pos = self.scroll_position + self.arrow_button_width slider_y_pos = 0 self.sliding_button.set_dimensions((self.sliding_button_width, self.background_rect.height)) self.sliding_button.set_relative_position((slider_x_pos, slider_y_pos))
class UIVerticalScrollBar(UIElement): """ A vertical scroll bar allows users to position a smaller visible area within a vertically larger area. :param relative_rect: The size and position of the scroll bar. :param visible_percentage: The vertical percentage of the larger area that is visible, between 0.0 and 1.0. :param manager: The UIManager that manages this element. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. :param anchors: A dictionary describing what this element's relative_rect is relative to. :param visible: Whether the element is visible by default. Warning - container visibility may override this. """ def __init__(self, relative_rect: pygame.Rect, visible_percentage: float, manager: IUIManagerInterface, container: Union[IContainerLikeInterface, None] = None, parent_element: UIElement = None, object_id: Union[ObjectID, str, None] = None, anchors: Dict[str, str] = None, visible: int = 1): super().__init__(relative_rect, manager, container, layer_thickness=2, starting_height=1, anchors=anchors, visible=visible) self._create_valid_ids(container=container, parent_element=parent_element, object_id=object_id, element_id='vertical_scroll_bar') self.button_height = 20 self.arrow_button_height = self.button_height self.scroll_position = 0.0 self.top_limit = 0.0 self.starting_grab_y_difference = 0 self.visible_percentage = max(0.0, min(visible_percentage, 1.0)) self.start_percentage = 0.0 self.grabbed_slider = False self.has_moved_recently = False self.scroll_wheel_moved = False self.scroll_wheel_amount = 0 self.background_colour = None self.border_colour = None self.disabled_border_colour = None self.disabled_background_colour = None self.border_width = None self.shadow_width = None self.drawable_shape = None self.shape = 'rectangle' self.shape_corner_radius = None self.background_rect = None # type: Union[None, pygame.Rect] self.scrollable_height = None # type: Union[None, int, float] self.bottom_limit = None self.sliding_rect_position = None # type: Union[None, pygame.math.Vector2] self.top_button = None self.bottom_button = None self.sliding_button = None self.enable_arrow_buttons = True self.button_container = None self.rebuild_from_changed_theme_data() scroll_bar_height = max( 5, int(self.scrollable_height * self.visible_percentage)) self.sliding_button = UIButton(pygame.Rect( (int(self.sliding_rect_position[0]), int(self.sliding_rect_position[1])), (self.background_rect.width, scroll_bar_height)), '', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id="#sliding_button", anchors={ 'left': 'left', 'right': 'right', 'top': 'top', 'bottom': 'top' }) self.join_focus_sets(self.sliding_button) self.sliding_button.set_hold_range((100, self.background_rect.height)) def rebuild(self): """ Rebuild anything that might need rebuilding. """ border_and_shadow = self.border_width + self.shadow_width self.background_rect = pygame.Rect( (border_and_shadow + self.relative_rect.x, border_and_shadow + self.relative_rect.y), (self.relative_rect.width - (2 * border_and_shadow), self.relative_rect.height - (2 * border_and_shadow))) theming_parameters = { 'normal_bg': self.background_colour, 'normal_border': self.border_colour, 'disabled_bg': self.disabled_background_colour, 'disabled_border': self.disabled_border_colour, 'border_width': self.border_width, 'shadow_width': self.shadow_width, 'shape_corner_radius': self.shape_corner_radius } if self.shape == 'rectangle': self.drawable_shape = RectDrawableShape(self.rect, theming_parameters, ['normal', 'disabled'], self.ui_manager) elif self.shape == 'rounded_rectangle': self.drawable_shape = RoundedRectangleShape( self.rect, theming_parameters, ['normal', 'disabled'], self.ui_manager) self.set_image(self.drawable_shape.get_fresh_surface()) if self.button_container is None: self.button_container = UIContainer( self.background_rect, manager=self.ui_manager, container=self.ui_container, anchors=self.anchors, object_id='#vert_scrollbar_buttons_container', visible=self.visible) self.join_focus_sets(self.button_container) else: self.button_container.set_dimensions(self.background_rect.size) self.button_container.set_relative_position( self.background_rect.topleft) if self.enable_arrow_buttons: self.arrow_button_height = self.button_height if self.top_button is None: self.top_button = UIButton(pygame.Rect( (0, 0), (self.background_rect.width, self.arrow_button_height)), '▲', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id=ObjectID( "#top_button", "@arrow_button"), anchors={ 'left': 'left', 'right': 'right', 'top': 'top', 'bottom': 'top' }) self.join_focus_sets(self.top_button) if self.bottom_button is None: self.bottom_button = UIButton(pygame.Rect( (0, -self.arrow_button_height), (self.background_rect.width, self.arrow_button_height)), '▼', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id=ObjectID( "#bottom_button", "@arrow_button"), anchors={ 'left': 'left', 'right': 'right', 'top': 'bottom', 'bottom': 'bottom' }) self.join_focus_sets(self.bottom_button) else: self.arrow_button_height = 0 if self.top_button is not None: self.top_button.kill() self.top_button = None if self.bottom_button is not None: self.bottom_button.kill() self.bottom_button = None self.scrollable_height = self.background_rect.height - ( 2 * self.arrow_button_height) self.bottom_limit = self.scrollable_height scroll_bar_height = max( 5, int(self.scrollable_height * self.visible_percentage)) self.scroll_position = min(max(self.scroll_position, self.top_limit), self.bottom_limit - scroll_bar_height) x_pos = 0 y_pos = (self.scroll_position + self.arrow_button_height) self.sliding_rect_position = pygame.math.Vector2(x_pos, y_pos) if self.sliding_button is not None: self.sliding_button.set_relative_position( self.sliding_rect_position) self.sliding_button.set_dimensions( (self.background_rect.width, scroll_bar_height)) self.sliding_button.set_hold_range( (100, self.background_rect.height)) def check_has_moved_recently(self) -> bool: """ Returns True if the scroll bar was moved in the last call to the update function. :return: True if we've recently moved the scroll bar, False otherwise. """ return self.has_moved_recently def kill(self): """ Overrides the kill() method of the UI element class to kill all the buttons in the scroll bar and clear any of the parts of the scroll bar that are currently recorded as the 'last focused vertical scroll bar element' on the ui manager. NOTE: the 'last focused' state on the UI manager is used so that the mouse wheel will move whichever scrollbar we last fiddled with even if we've been doing other stuff. This seems to be consistent with the most common mousewheel/scrollbar interactions used elsewhere. """ self.button_container.kill() super().kill() def process_event(self, event: pygame.event.Event) -> bool: """ Checks an event from pygame's event queue to see if the scroll bar needs to react to it. In this case it is just mousewheel events, mainly because the buttons that make up the scroll bar will handle the required mouse click events. :param event: The event to process. :return: Returns True if we've done something with the input event. """ consumed_event = False if (self.is_enabled and self._check_is_focus_set_hovered() and event.type == pygame.MOUSEWHEEL): self.scroll_wheel_moved = True self.scroll_wheel_amount = event.y consumed_event = True return consumed_event def _check_is_focus_set_hovered(self) -> bool: """ Check if this scroll bar's focus set is currently hovered in the UI. :return: True if it was. """ return any(element.hovered for element in self.get_focus_set()) def update(self, time_delta: float): """ Called once per update loop of our UI manager. Deals largely with moving the scroll bar and updating the resulting 'start_percentage' variable that is then used by other 'scrollable' UI elements to control the point they start drawing. Reacts to presses of the up and down arrow buttons, movement of the mouse wheel and dragging of the scroll bar itself. :param time_delta: A float, roughly representing the time in seconds between calls to this method. """ super().update(time_delta) self.has_moved_recently = False if self.alive(): moved_this_frame = False if self.scroll_wheel_moved and ( self.scroll_position > self.top_limit or self.scroll_position < self.bottom_limit): self.scroll_wheel_moved = False self.scroll_position -= self.scroll_wheel_amount * (750.0 * time_delta) self.scroll_position = min( max(self.scroll_position, self.top_limit), self.bottom_limit - self.sliding_button.relative_rect.height) x_pos = 0 y_pos = (self.scroll_position + self.arrow_button_height) self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif self.top_button is not None and self.top_button.held: self.scroll_position -= (250.0 * time_delta) self.scroll_position = max(self.scroll_position, self.top_limit) x_pos = 0 y_pos = (self.scroll_position + self.arrow_button_height) self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif self.bottom_button is not None and self.bottom_button.held: self.scroll_position += (250.0 * time_delta) self.scroll_position = min( self.scroll_position, self.bottom_limit - self.sliding_button.relative_rect.height) x_pos = 0 y_pos = (self.scroll_position + self.arrow_button_height) self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True mouse_x, mouse_y = self.ui_manager.get_mouse_position() if self.sliding_button.held and self.sliding_button.in_hold_range( (mouse_x, mouse_y)): if not self.grabbed_slider: self.grabbed_slider = True real_scroll_pos = self.sliding_button.rect.top self.starting_grab_y_difference = mouse_y - real_scroll_pos real_scroll_pos = self.sliding_button.rect.top current_grab_difference = mouse_y - real_scroll_pos adjustment_required = current_grab_difference - self.starting_grab_y_difference self.scroll_position = self.scroll_position + adjustment_required self.scroll_position = min( max(self.scroll_position, self.top_limit), self.bottom_limit - self.sliding_button.rect.height) x_pos = 0 y_pos = (self.scroll_position + self.arrow_button_height) self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif not self.sliding_button.held: self.grabbed_slider = False if moved_this_frame: self.start_percentage = self.scroll_position / self.scrollable_height if not self.has_moved_recently: self.has_moved_recently = True def redraw_scrollbar(self): """ Redraws the 'scrollbar' portion of the whole UI element. Called when we change the visible percentage. """ self.scrollable_height = self.background_rect.height - ( 2 * self.arrow_button_height) self.bottom_limit = self.scrollable_height scroll_bar_height = max( 5, int(self.scrollable_height * self.visible_percentage)) x_pos = 0 y_pos = (self.scroll_position + self.arrow_button_height) self.sliding_rect_position = pygame.math.Vector2(x_pos, y_pos) if self.sliding_button is None: self.sliding_button = UIButton(pygame.Rect( int(x_pos), int(y_pos), self.background_rect.width, scroll_bar_height), '', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id="#sliding_button", anchors={ 'left': 'left', 'right': 'right', 'top': 'top', 'bottom': 'top' }) self.join_focus_sets(self.sliding_button) else: self.sliding_button.set_relative_position( self.sliding_rect_position) self.sliding_button.set_dimensions( (self.background_rect.width, scroll_bar_height)) self.sliding_button.set_hold_range((100, self.background_rect.height)) def set_visible_percentage(self, percentage: float): """ Sets the percentage of the total 'scrollable area' that is currently visible. This will affect the size of the scrollbar and should be called if the vertical size of the 'scrollable area' or the vertical size of the visible area change. :param percentage: A float between 0.0 and 1.0 representing the percentage that is visible. """ self.visible_percentage = max(0.0, min(1.0, percentage)) if 1.0 - self.start_percentage < self.visible_percentage: self.start_percentage = 1.0 - self.visible_percentage self.redraw_scrollbar() def reset_scroll_position(self): """ Reset the current scroll position back to the top. """ self.scroll_position = 0.0 self.start_percentage = 0.0 def rebuild_from_changed_theme_data(self): """ Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for this element when the theme data has changed. """ super().rebuild_from_changed_theme_data() has_any_changed = False if self._check_misc_theme_data_changed( attribute_name='shape', default_value='rectangle', casting_func=str, allowed_values=['rectangle', 'rounded_rectangle']): has_any_changed = True if self._check_shape_theming_changed(defaults={ 'border_width': 1, 'shadow_width': 2, 'shape_corner_radius': 2 }): has_any_changed = True background_colour = self.ui_theme.get_colour_or_gradient( 'dark_bg', self.combined_element_ids) if background_colour != self.background_colour: self.background_colour = background_colour has_any_changed = True border_colour = self.ui_theme.get_colour_or_gradient( 'normal_border', self.combined_element_ids) if border_colour != self.border_colour: self.border_colour = border_colour has_any_changed = True disabled_background_colour = self.ui_theme.get_colour_or_gradient( 'disabled_dark_bg', self.combined_element_ids) if disabled_background_colour != self.disabled_background_colour: self.disabled_background_colour = disabled_background_colour has_any_changed = True disabled_border_colour = self.ui_theme.get_colour_or_gradient( 'disabled_border', self.combined_element_ids) if disabled_border_colour != self.disabled_border_colour: self.disabled_border_colour = disabled_border_colour has_any_changed = True def parse_to_bool(str_data: str): return bool(int(str_data)) if self._check_misc_theme_data_changed( attribute_name='enable_arrow_buttons', default_value=True, casting_func=parse_to_bool): has_any_changed = True if has_any_changed: self.rebuild() def set_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the absolute screen position of this scroll bar, updating all subordinate button elements at the same time. :param position: The absolute screen position to set. """ super().set_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position( self.background_rect.topleft) def set_relative_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the relative screen position of this scroll bar, updating all subordinate button elements at the same time. :param position: The relative screen position to set. """ super().set_relative_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position( self.background_rect.topleft) def set_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the dimensions of an element. :param dimensions: The new dimensions to set. """ super().set_dimensions(dimensions) border_and_shadow = self.border_width + self.shadow_width self.background_rect.width = self.relative_rect.width - ( 2 * border_and_shadow) self.background_rect.height = self.relative_rect.height - ( 2 * border_and_shadow) self.button_container.set_dimensions(self.background_rect.size) # sort out scroll bar parameters self.scrollable_height = self.background_rect.height - ( 2 * self.arrow_button_height) self.bottom_limit = self.scrollable_height scroll_bar_height = max( 5, int(self.scrollable_height * self.visible_percentage)) base_scroll_bar_y = self.arrow_button_height max_scroll_bar_y = base_scroll_bar_y + (self.scrollable_height - scroll_bar_height) self.sliding_rect_position.y = max( base_scroll_bar_y, min((base_scroll_bar_y + int(self.start_percentage * self.scrollable_height)), max_scroll_bar_y)) self.scroll_position = self.sliding_rect_position.y - base_scroll_bar_y self.sliding_button.set_dimensions( (self.background_rect.width, scroll_bar_height)) self.sliding_button.set_relative_position(self.sliding_rect_position) def disable(self): """ Disables the scroll bar so it is no longer interactive. """ if self.is_enabled: self.is_enabled = False self.button_container.disable() self.drawable_shape.set_active_state('disabled') def enable(self): """ Enables the scroll bar so it is interactive once again. """ if not self.is_enabled: self.is_enabled = True self.button_container.enable() self.drawable_shape.set_active_state('normal') def show(self): """ In addition to the base UIElement.show() - show the self.button_container which will propagate and show all the buttons. """ super().show() self.button_container.show() def hide(self): """ In addition to the base UIElement.hide() - hide the self.button_container which will propagate and hide all the buttons. """ super().hide() self.button_container.hide()
class UIHorizontalSlider(UIElement): """ A horizontal slider is intended to help users adjust values within a range, for example a volume control. :param relative_rect: A rectangle describing the position and dimensions of the element. :param start_value: The value to start the slider at. :param value_range: The full range of values. :param manager: The UIManager that manages this element. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. """ def __init__(self, relative_rect: pygame.Rect, start_value: Union[float, int], value_range: Tuple[Union[float, int], Union[float, int]], manager: ui_manager.UIManager, container: ui_container.UIContainer = None, parent_element: UIElement = None, object_id: Union[str, None] = None): new_element_ids, new_object_ids = self.create_valid_ids(parent_element=parent_element, object_id=object_id, element_id='horizontal_slider') super().__init__(relative_rect, manager, container, object_ids=new_object_ids, element_ids=new_element_ids, starting_height=1, layer_thickness=1) self.button_width = 20 self.current_percentage = 0.5 self.value_range = value_range self.grabbed_slider = False self.starting_grab_x_difference = 0 self.has_moved_recently = False value_range_length = self.value_range[1] - self.value_range[0] self.current_value = int(self.value_range[0] + (self.current_percentage * value_range_length)) self.left_limit_position = 0.0 self.border_width = None self.shadow_width = None self.border_colour = None self.background_colour = None self.background_rect = None self.sliding_button = None self.scrollable_width = None self.right_limit_position = None self.scroll_position = None self.left_button = None self.right_button = None self.sliding_button = None self.drawable_shape = None self.shape_type = 'rectangle' self.shape_corner_radius = None self.rebuild_from_changed_theme_data() # Things below here depend on theme data so need to be updated on a rebuild self.left_button = UIButton(pygame.Rect(self.background_rect.topleft, (self.button_width, self.background_rect.height)), '◀', self.ui_manager, self.ui_container, starting_height=2, parent_element=self, object_id='#left_button') self.right_button = UIButton(pygame.Rect((self.background_rect.x + self.background_rect.width - self.button_width, self.background_rect.y), (self.button_width, self.background_rect.height)), '▶', self.ui_manager, self.ui_container, starting_height=2, parent_element=self, object_id='#right_button') sliding_x_pos = int(self.background_rect.x + self.background_rect.width/2 - self.button_width/2) self.sliding_button = UIButton(pygame.Rect((sliding_x_pos, self.background_rect.y), (self.button_width, self.background_rect.height)), '', self.ui_manager, self.ui_container, starting_height=2, parent_element=self, object_id='#sliding_button') self.sliding_button.set_hold_range((self.background_rect.width, 100)) self.set_current_value(start_value) def rebuild(self): """ Rebuild anything that might need rebuilding. """ relative_background_rect = pygame.Rect((self.border_width + self.shadow_width, self.border_width + self.shadow_width), (self.rect.width - (2 * self.shadow_width) - (2 * self.border_width), self.rect.height - (2 * self.shadow_width) - (2 * self.border_width))) self.background_rect = pygame.Rect((relative_background_rect.x + self.relative_rect.x, relative_background_rect.y + self.relative_rect.y), relative_background_rect.size) theming_parameters = {'normal_bg': self.background_colour, 'normal_border': self.border_colour, 'border_width': self.border_width, 'shadow_width': self.shadow_width, 'shape_corner_radius': self.shape_corner_radius} if self.shape_type == 'rectangle': self.drawable_shape = RectDrawableShape(self.rect, theming_parameters, ['normal'], self.ui_manager) elif self.shape_type == 'rounded_rectangle': self.drawable_shape = RoundedRectangleShape(self.rect, theming_parameters, ['normal'], self.ui_manager) self.image = self.drawable_shape.get_surface('normal') # Things below here depend on theme data so need to be updated on a rebuild self.scrollable_width = self.background_rect.width - (3 * self.button_width) self.right_limit_position = self.scrollable_width self.scroll_position = self.scrollable_width / 2 if self.sliding_button is not None: sliding_x_pos = int(self.background_rect.x + self.background_rect.width / 2 - self.button_width / 2) self.sliding_button.set_relative_position((sliding_x_pos, self.background_rect.y)) self.sliding_button.set_dimensions((self.button_width, self.background_rect.height)) self.sliding_button.set_hold_range((self.background_rect.width, 100)) self.set_current_value(self.current_value) if self.left_button is not None: self.left_button.set_relative_position(self.background_rect.topleft), self.left_button.set_dimensions((self.button_width, self.background_rect.height)) if self.right_button is not None: self.right_button.set_relative_position((self.background_rect.x + self.background_rect.width - self.button_width, self.background_rect.y)), self.right_button.set_dimensions((self.button_width, self.background_rect.height)) def kill(self): """ Overrides the normal sprite kill() method to also kill the button elements that help make up the slider. """ self.left_button.kill() self.right_button.kill() self.sliding_button.kill() super().kill() def update(self, time_delta: float): """ Takes care of actually moving the slider based on interactions reported by the buttons or based on movement of the mouse if we are gripping the slider itself. :param time_delta: the time in seconds between calls to update. """ if self.alive(): moved_this_frame = False if self.left_button.held and self.scroll_position > self.left_limit_position: self.scroll_position -= (250.0 * time_delta) self.scroll_position = max(self.scroll_position, self.left_limit_position) x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.math.Vector2(x_pos, y_pos)) moved_this_frame = True elif self.right_button.held and self.scroll_position < self.right_limit_position: self.scroll_position += (250.0 * time_delta) self.scroll_position = min(self.scroll_position, self.right_limit_position) x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.math.Vector2(x_pos, y_pos)) moved_this_frame = True mouse_x, mouse_y = self.ui_manager.get_mouse_position() if self.sliding_button.held and self.sliding_button.in_hold_range((mouse_x, mouse_y)): if not self.grabbed_slider: self.grabbed_slider = True real_scroll_pos = (self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width) self.starting_grab_x_difference = mouse_x - real_scroll_pos real_scroll_pos = (self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width) current_grab_difference = mouse_x - real_scroll_pos adjustment_required = current_grab_difference - self.starting_grab_x_difference self.scroll_position = self.scroll_position + adjustment_required self.scroll_position = min(max(self.scroll_position, self.left_limit_position), self.right_limit_position) x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.math.Vector2(x_pos, y_pos)) moved_this_frame = True elif not self.sliding_button.held: self.grabbed_slider = False if moved_this_frame: self.current_value = self.value_range[0] + ( (self.scroll_position / self.scrollable_width) * (self.value_range[1] - self.value_range[0])) if not self.has_moved_recently: self.has_moved_recently = True def get_current_value(self) -> Union[float, int]: """ Gets the current value the slider is set to. :return: The current value recorded by the slider. """ self.has_moved_recently = False return self.current_value def set_current_value(self, value: Union[float, int]): """ Sets the value of the slider, which will move the position of the slider to match. Will issue a warning if the value set is not in the value range. :param value: The value to set. """ if min(self.value_range[0], self.value_range[1]) <= value <= max(self.value_range[0], self.value_range[1]): self.current_value = float(value) value_range_size = (self.value_range[1] - self.value_range[0]) if value_range_size != 0: percentage = (self.current_value - self.value_range[0])/value_range_size self.scroll_position = self.scrollable_width * percentage x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.math.Vector2(x_pos, y_pos)) self.has_moved_recently = True else: warnings.warn('value not in range', UserWarning) def rebuild_from_changed_theme_data(self): """ Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for this element when the theme data has changed. """ has_any_changed = False shape_type = 'rectangle' shape_type_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'shape') if shape_type_string is not None: if shape_type_string in ['rectangle', 'rounded_rectangle']: shape_type = shape_type_string if shape_type != self.shape_type: self.shape_type = shape_type has_any_changed = True corner_radius = 2 shape_corner_radius_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'shape_corner_radius') if shape_corner_radius_string is not None: try: corner_radius = int(shape_corner_radius_string) except ValueError: corner_radius = 2 if corner_radius != self.shape_corner_radius: self.shape_corner_radius = corner_radius has_any_changed = True border_width = 1 border_width_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'border_width') if border_width_string is not None: try: border_width = int(border_width_string) except ValueError: border_width = 1 if border_width != self.border_width: self.border_width = border_width has_any_changed = True shadow_width = 2 shadow_width_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'shadow_width') if shadow_width_string is not None: try: shadow_width = int(shadow_width_string) except ValueError: shadow_width = 2 if shadow_width != self.shadow_width: self.shadow_width = shadow_width has_any_changed = True background_colour = self.ui_theme.get_colour_or_gradient(self.object_ids, self.element_ids, 'dark_bg') if background_colour != self.background_colour: self.background_colour = background_colour has_any_changed = True border_colour = self.ui_theme.get_colour_or_gradient(self.object_ids, self.element_ids, 'normal_border') if border_colour != self.border_colour: self.border_colour = border_colour has_any_changed = True if has_any_changed: self.rebuild()
class UIHorizontalSlider(UIElement): """ A horizontal slider is intended to help users adjust values within a range, for example a volume control. :param relative_rect: A rectangle describing the position and dimensions of the element. :param start_value: The value to start the slider at. :param value_range: The full range of values. :param manager: The UIManager that manages this element. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. :param anchors: A dictionary describing what this element's relative_rect is relative to. :param visible: Whether the element is visible by default. Warning - container visibility may override this. :param click_increment: the amount to increment by when clicking one of the arrow buttons. """ def __init__(self, relative_rect: pygame.Rect, start_value: Union[float, int], value_range: Tuple[Union[float, int], Union[float, int]], manager: IUIManagerInterface, container: Union[IContainerLikeInterface, None] = None, parent_element: UIElement = None, object_id: Union[ObjectID, str, None] = None, anchors: Dict[str, str] = None, visible: int = 1, click_increment: Union[float, int] = 1): super().__init__(relative_rect, manager, container, layer_thickness=2, starting_height=1, anchors=anchors, visible=visible) self._create_valid_ids(container=container, parent_element=parent_element, object_id=object_id, element_id='horizontal_slider') self.default_button_width = 20 self.arrow_button_width = self.default_button_width self.sliding_button_width = self.default_button_width self.current_percentage = 0.5 self.left_limit_position = 0.0 self.starting_grab_x_difference = 0 if (isinstance(start_value, int) and isinstance(value_range[0], int) and isinstance(value_range[1], int)): self.use_integers_for_value = True else: self.use_integers_for_value = False self.value_range = value_range value_range_length = self.value_range[1] - self.value_range[0] self.current_value = self.value_range[0] + (self.current_percentage * value_range_length) if self.use_integers_for_value: self.current_value = int(self.current_value) self.grabbed_slider = False self.has_moved_recently = False self.has_been_moved_by_user_recently = False self.background_colour = None self.border_colour = None self.disabled_border_colour = None self.disabled_background_colour = None self.border_width = None self.shadow_width = None self.drawable_shape = None self.shape = 'rectangle' self.shape_corner_radius = None self.background_rect = None # type: Optional[pygame.Rect] self.scrollable_width = None self.right_limit_position = None self.scroll_position = None self.left_button = None self.right_button = None self.sliding_button = None self.enable_arrow_buttons = True self.button_container = None self.button_held_repeat_time = 0.2 self.button_held_repeat_acc = 0.0 self.increment = click_increment self.rebuild_from_changed_theme_data() sliding_x_pos = int(self.background_rect.width / 2 - self.sliding_button_width / 2) self.sliding_button = UIButton(pygame.Rect( (sliding_x_pos, 0), (self.sliding_button_width, self.background_rect.height)), '', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id=ObjectID( object_id='#sliding_button', class_id='None'), anchors={ 'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom' }, visible=self.visible) self.sliding_button.set_hold_range((self.background_rect.width, 100)) self.set_current_value(start_value) def rebuild(self): """ Rebuild anything that might need rebuilding. """ border_and_shadow = self.border_width + self.shadow_width self.background_rect = pygame.Rect( (border_and_shadow + self.relative_rect.x, border_and_shadow + self.relative_rect.y), (self.relative_rect.width - (2 * border_and_shadow), self.relative_rect.height - (2 * border_and_shadow))) theming_parameters = { 'normal_bg': self.background_colour, 'normal_border': self.border_colour, 'disabled_bg': self.disabled_background_colour, 'disabled_border': self.disabled_border_colour, 'border_width': self.border_width, 'shadow_width': self.shadow_width, 'shape_corner_radius': self.shape_corner_radius } if self.shape == 'rectangle': self.drawable_shape = RectDrawableShape(self.rect, theming_parameters, ['normal', 'disabled'], self.ui_manager) elif self.shape == 'rounded_rectangle': self.drawable_shape = RoundedRectangleShape( self.rect, theming_parameters, ['normal', 'disabled'], self.ui_manager) self.set_image(self.drawable_shape.get_fresh_surface()) if self.button_container is None: self.button_container = UIContainer( self.background_rect, manager=self.ui_manager, container=self.ui_container, anchors=self.anchors, object_id='#horiz_scrollbar_buttons_container', visible=self.visible) else: self.button_container.set_dimensions(self.background_rect.size) self.button_container.set_relative_position( self.background_rect.topleft) # Things below here depend on theme data so need to be updated on a rebuild if self.enable_arrow_buttons: self.arrow_button_width = self.default_button_width if self.left_button is None: self.left_button = UIButton(pygame.Rect( (0, 0), (self.arrow_button_width, self.background_rect.height)), '◀', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id=ObjectID( "#left_button", "@arrow_button"), anchors={ 'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom' }, visible=self.visible) if self.right_button is None: self.right_button = UIButton(pygame.Rect( (-self.arrow_button_width, 0), (self.arrow_button_width, self.background_rect.height)), '▶', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id=ObjectID( "#right_button", "@arrow_button"), anchors={ 'left': 'right', 'right': 'right', 'top': 'top', 'bottom': 'bottom' }, visible=self.visible) else: self.arrow_button_width = 0 if self.left_button is not None: self.left_button.kill() self.left_button = None if self.right_button is not None: self.right_button.kill() self.right_button = None self.scrollable_width = (self.background_rect.width - self.sliding_button_width - (2 * self.arrow_button_width)) self.right_limit_position = self.scrollable_width self.scroll_position = self.scrollable_width / 2 if self.sliding_button is not None: sliding_x_pos = int((self.background_rect.width / 2) - (self.sliding_button_width / 2)) self.sliding_button.set_relative_position((sliding_x_pos, 0)) self.sliding_button.set_dimensions( (self.sliding_button_width, self.background_rect.height)) self.sliding_button.set_hold_range( (self.background_rect.width, 100)) self.set_current_value(self.current_value, False) def kill(self): """ Overrides the normal sprite kill() method to also kill the button elements that help make up the slider. """ self.button_container.kill() super().kill() def update(self, time_delta: float): """ Takes care of actually moving the slider based on interactions reported by the buttons or based on movement of the mouse if we are gripping the slider itself. :param time_delta: the time in seconds between calls to update. """ super().update(time_delta) if not (self.alive() and self.is_enabled): return moved_this_frame = False moved_this_frame = self._update_arrow_buttons(moved_this_frame, time_delta) mouse_x, mouse_y = self.ui_manager.get_mouse_position() if self.sliding_button.held and self.sliding_button.in_hold_range( (mouse_x, mouse_y)): if not self.grabbed_slider: self.grabbed_slider = True real_scroll_pos = self.sliding_button.rect.left self.starting_grab_x_difference = mouse_x - real_scroll_pos real_scroll_pos = self.sliding_button.rect.left current_grab_difference = mouse_x - real_scroll_pos adjustment_required = current_grab_difference - self.starting_grab_x_difference self.scroll_position = self.scroll_position + adjustment_required self.scroll_position = min( max(self.scroll_position, self.left_limit_position), self.right_limit_position) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif not self.sliding_button.held: self.grabbed_slider = False if moved_this_frame: self.current_percentage = self.scroll_position / self.scrollable_width self.current_value = self.value_range[0] + ( self.current_percentage * (self.value_range[1] - self.value_range[0])) if self.use_integers_for_value: self.current_value = int(self.current_value) if not self.has_moved_recently: self.has_moved_recently = True if not self.has_been_moved_by_user_recently: self.has_been_moved_by_user_recently = True # old event - to be removed in 0.8.0 event_data = { 'user_type': OldType(UI_HORIZONTAL_SLIDER_MOVED), 'value': self.current_value, 'ui_element': self, 'ui_object_id': self.most_specific_combined_id } pygame.event.post(pygame.event.Event(pygame.USEREVENT, event_data)) # new event event_data = { 'value': self.current_value, 'ui_element': self, 'ui_object_id': self.most_specific_combined_id } pygame.event.post( pygame.event.Event(UI_HORIZONTAL_SLIDER_MOVED, event_data)) def _update_arrow_buttons(self, moved_this_frame, time_delta): if self.left_button is not None and ( self.left_button.held and self.scroll_position > self.left_limit_position): if self.button_held_repeat_acc > self.button_held_repeat_time: self.scroll_position -= (250.0 * time_delta) self.scroll_position = max(self.scroll_position, self.left_limit_position) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True else: self.button_held_repeat_acc += time_delta elif self.right_button is not None and ( self.right_button.held and self.scroll_position < self.right_limit_position): if self.button_held_repeat_acc > self.button_held_repeat_time: self.scroll_position += (250.0 * time_delta) self.scroll_position = min(self.scroll_position, self.right_limit_position) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True else: self.button_held_repeat_acc += time_delta else: self.button_held_repeat_acc = 0.0 return moved_this_frame def process_event(self, event: pygame.event.Event) -> bool: processed_event = False if event.type == UI_BUTTON_PRESSED: if (event.ui_element in [self.left_button, self.right_button] and self.button_held_repeat_acc < self.button_held_repeat_time and (self.value_range[0] <= self.get_current_value() <= self.value_range[1])): old_value = self.get_current_value() new_value = (old_value - self.increment if event.ui_element == self.left_button else old_value + self.increment) self.set_current_value(new_value, False) processed_event = True event_data = { 'value': self.current_value, 'ui_element': self, 'ui_object_id': self.most_specific_combined_id } pygame.event.post( pygame.event.Event(UI_HORIZONTAL_SLIDER_MOVED, event_data)) return processed_event def get_current_value(self) -> Union[float, int]: """ Gets the current value the slider is set to. :return: The current value recorded by the slider. """ self.has_moved_recently = False self.has_been_moved_by_user_recently = False return self.current_value def set_current_value(self, value: Union[float, int], warn: bool = True): """ Sets the value of the slider, which will move the position of the slider to match. Will issue a warning if the value set is not in the value range. :param value: The value to set. :param warn: set to false to suppress the default warning, instead the value will be clamped. """ if self.use_integers_for_value: value = int(value) min_value = min(self.value_range[0], self.value_range[1]) max_value = max(self.value_range[0], self.value_range[1]) if value < min_value or value > max_value: if warn: warnings.warn('value not in range', UserWarning) return else: self.current_value = max(min(value, max_value), min_value) else: self.current_value = value value_range_size = (self.value_range[1] - self.value_range[0]) if value_range_size != 0: self.current_percentage = (float(self.current_value) - self.value_range[0]) / value_range_size self.scroll_position = self.scrollable_width * self.current_percentage x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) self.has_moved_recently = True def rebuild_from_changed_theme_data(self): """ Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for this element when the theme data has changed. """ super().rebuild_from_changed_theme_data() has_any_changed = False if self._check_misc_theme_data_changed( attribute_name='shape', default_value='rectangle', casting_func=str, allowed_values=['rectangle', 'rounded_rectangle']): has_any_changed = True if self._check_shape_theming_changed(defaults={ 'border_width': 1, 'shadow_width': 2, 'shape_corner_radius': 2 }): has_any_changed = True background_colour = self.ui_theme.get_colour_or_gradient( 'dark_bg', self.combined_element_ids) if background_colour != self.background_colour: self.background_colour = background_colour has_any_changed = True border_colour = self.ui_theme.get_colour_or_gradient( 'normal_border', self.combined_element_ids) if border_colour != self.border_colour: self.border_colour = border_colour has_any_changed = True disabled_background_colour = self.ui_theme.get_colour_or_gradient( 'disabled_dark_bg', self.combined_element_ids) if disabled_background_colour != self.disabled_background_colour: self.disabled_background_colour = disabled_background_colour has_any_changed = True disabled_border_colour = self.ui_theme.get_colour_or_gradient( 'disabled_border', self.combined_element_ids) if disabled_border_colour != self.disabled_border_colour: self.disabled_border_colour = disabled_border_colour has_any_changed = True def parse_to_bool(str_data: str): return bool(int(str_data)) if self._check_misc_theme_data_changed( attribute_name='enable_arrow_buttons', default_value=True, casting_func=parse_to_bool): has_any_changed = True if self._check_misc_theme_data_changed( attribute_name='sliding_button_width', default_value=self.default_button_width, casting_func=int): has_any_changed = True if has_any_changed: self.rebuild() def set_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the absolute screen position of this slider, updating all subordinate button elements at the same time. :param position: The absolute screen position to set. """ super().set_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position( self.background_rect.topleft) def set_relative_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the relative screen position of this slider, updating all subordinate button elements at the same time. :param position: The relative screen position to set. """ super().set_relative_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position( self.background_rect.topleft) def set_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the dimensions of an element. :param dimensions: The new dimensions to set. """ super().set_dimensions(dimensions) border_and_shadow = self.border_width + self.shadow_width self.background_rect.width = self.relative_rect.width - ( 2 * border_and_shadow) self.background_rect.height = self.relative_rect.height - ( 2 * border_and_shadow) self.button_container.set_dimensions(self.background_rect.size) # sort out sliding button parameters self.scrollable_width = (self.background_rect.width - self.sliding_button_width - (2 * self.arrow_button_width)) self.right_limit_position = self.scrollable_width self.scroll_position = self.scrollable_width * self.current_percentage slider_x_pos = self.scroll_position + self.arrow_button_width slider_y_pos = 0 self.sliding_button.set_dimensions( (self.sliding_button_width, self.background_rect.height)) self.sliding_button.set_relative_position((slider_x_pos, slider_y_pos)) def disable(self): """ Disable the slider. It should not be interactive and will use the disabled theme colours. """ if self.is_enabled: self.is_enabled = False self.sliding_button.disable() if self.left_button: self.left_button.disable() if self.right_button: self.right_button.disable() self.drawable_shape.set_active_state('disabled') def enable(self): """ Enable the slider. It should become interactive and will use the normal theme colours. """ if not self.is_enabled: self.is_enabled = True self.sliding_button.enable() if self.left_button: self.left_button.enable() if self.right_button: self.right_button.enable() self.drawable_shape.set_active_state('normal') def show(self): """ In addition to the base UIElement.show() - show the sliding button and show the button_container which will propagate and show the left and right buttons. """ super().show() self.sliding_button.show() if self.button_container is not None: self.button_container.show() def hide(self): """ In addition to the base UIElement.hide() - hide the sliding button and hide the button_container which will propagate and hide the left and right buttons. """ super().hide() self.sliding_button.hide() if self.button_container is not None: self.button_container.hide()
class UIHorizontalScrollBar(UIElement): """ A horizontal scroll bar allows users to position a smaller visible area within a horizontally larger area. :param relative_rect: The size and position of the scroll bar. :param visible_percentage: The horizontal percentage of the larger area that is visible, between 0.0 and 1.0. :param manager: The UIManager that manages this element. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. :param anchors: A dictionary describing what this element's relative_rect is relative to. """ def __init__(self, relative_rect: pygame.Rect, visible_percentage: float, manager: IUIManagerInterface, container: Union[IContainerLikeInterface, None] = None, parent_element: UIElement = None, object_id: Union[str, None] = None, anchors: Dict[str, str] = None): new_element_ids, new_object_ids = self._create_valid_ids(container=container, parent_element=parent_element, object_id=object_id, element_id='horizontal_scroll_bar') super().__init__(relative_rect, manager, container, layer_thickness=2, starting_height=1, element_ids=new_element_ids, object_ids=new_object_ids, anchors=anchors) self.button_width = 20 self.arrow_button_width = self.button_width self.scroll_position = 0.0 self.left_limit = 0.0 self.starting_grab_x_difference = 0 self.visible_percentage = max(0.0, min(visible_percentage, 1.0)) self.start_percentage = 0.0 self.grabbed_slider = False self.has_moved_recently = False self.scroll_wheel_left = False self.scroll_wheel_right = False self.background_colour = None self.border_colour = None self.border_width = None self.shadow_width = None self.drawable_shape = None self.shape_type = 'rectangle' self.shape_corner_radius = None self.background_rect = None # type: Union[None, pygame.Rect] self.scrollable_width = None # type: Union[None, int, float] self.right_limit = None self.sliding_rect_position = None # type: Union[None, pygame.math.Vector2] self.left_button = None self.right_button = None self.sliding_button = None self.arrow_buttons_enabled = True self.button_container = None self.rebuild_from_changed_theme_data() scroll_bar_width = max(5, int(self.scrollable_width * self.visible_percentage)) self.sliding_button = UIButton(pygame.Rect((int(self.sliding_rect_position[0]), int(self.sliding_rect_position[1])), (scroll_bar_width, self.background_rect.height)), '', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id="#sliding_button", anchors={'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom'}) self.sliding_button.set_hold_range((self.background_rect.width, 100)) def rebuild(self): """ Rebuild anything that might need rebuilding. """ border_and_shadow = self.border_width + self.shadow_width self.background_rect = pygame.Rect((border_and_shadow + self.relative_rect.x, border_and_shadow + self.relative_rect.y), (self.relative_rect.width - (2 * border_and_shadow), self.relative_rect.height - (2 * border_and_shadow))) theming_parameters = {'normal_bg': self.background_colour, 'normal_border': self.border_colour, 'border_width': self.border_width, 'shadow_width': self.shadow_width, 'shape_corner_radius': self.shape_corner_radius} if self.shape_type == 'rectangle': self.drawable_shape = RectDrawableShape(self.rect, theming_parameters, ['normal'], self.ui_manager) elif self.shape_type == 'rounded_rectangle': self.drawable_shape = RoundedRectangleShape(self.rect, theming_parameters, ['normal'], self.ui_manager) self.set_image(self.drawable_shape.get_surface('normal')) if self.button_container is None: self.button_container = UIContainer(self.background_rect, manager=self.ui_manager, container=self.ui_container, anchors=self.anchors, object_id='#horiz_scrollbar_buttons_container') else: self.button_container.set_dimensions(self.background_rect.size) self.button_container.set_relative_position(self.background_rect.topleft) if self.arrow_buttons_enabled: self.arrow_button_width = self.button_width if self.left_button is None: self.left_button = UIButton(pygame.Rect((0, 0), (self.arrow_button_width, self.background_rect.height)), '◀', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id="#left_button", anchors={'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom'} ) if self.right_button is None: self.right_button = UIButton(pygame.Rect((-self.arrow_button_width, 0), (self.arrow_button_width, self.background_rect.height)), '▶', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id="#right_button", anchors={'left': 'right', 'right': 'right', 'top': 'top', 'bottom': 'bottom'}) else: self.arrow_button_width = 0 if self.left_button is not None: self.left_button.kill() self.left_button = None if self.right_button is not None: self.right_button.kill() self.right_button = None self.scrollable_width = self.background_rect.width - (2 * self.arrow_button_width) self.right_limit = self.scrollable_width scroll_bar_width = max(5, int(self.scrollable_width * self.visible_percentage)) self.scroll_position = min(max(self.scroll_position, self.left_limit), self.right_limit - scroll_bar_width) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_rect_position = pygame.math.Vector2(x_pos, y_pos) if self.sliding_button is not None: self.sliding_button.set_relative_position(self.sliding_rect_position) self.sliding_button.set_dimensions((scroll_bar_width, self.background_rect.height)) self.sliding_button.set_hold_range((self.background_rect.width, 100)) def check_has_moved_recently(self) -> bool: """ Returns True if the scroll bar was moved in the last call to the update function. :return: True if we've recently moved the scroll bar, False otherwise. """ return self.has_moved_recently def kill(self): """ Overrides the kill() method of the UI element class to kill all the buttons in the scroll bar and clear any of the parts of the scroll bar that are currently recorded as the 'last focused horizontal scroll bar element' on the ui manager. NOTE: the 'last focused' state on the UI manager is used so that the mouse wheel will move whichever scrollbar we last fiddled with even if we've been doing other stuff. This seems to be consistent with the most common mousewheel/scrollbar interactions used elsewhere. """ self.ui_manager.clear_last_focused_from_horiz_scrollbar(self) self.ui_manager.clear_last_focused_from_horiz_scrollbar(self.sliding_button) self.ui_manager.clear_last_focused_from_horiz_scrollbar(self.left_button) self.ui_manager.clear_last_focused_from_horiz_scrollbar(self.right_button) self.button_container.kill() super().kill() def focus(self): """ When we focus the scroll bar as a whole for any reason we pass that status down to the 'bar' part of the scroll bar. """ if self.sliding_button is not None: self.ui_manager.set_focus_element(self.sliding_button) def process_event(self, event: pygame.event.Event) -> bool: """ Checks an event from pygame's event queue to see if the scroll bar needs to react to it. In this case it is just mousewheel events, mainly because the buttons that make up the scroll bar will handle the required mouse click events. :param event: The event to process. :return: Returns True if we've done something with the input event. """ # pygame.MOUSEWHEEL only defined after pygame 1.9 try: pygame.MOUSEWHEEL except AttributeError: pygame.MOUSEWHEEL = -1 consumed_event = False if self._check_was_last_focused() and event.type == pygame.MOUSEWHEEL: if event.x > 0: self.scroll_wheel_left = True consumed_event = True elif event.x < 0: self.scroll_wheel_right = True consumed_event = True return consumed_event def _check_was_last_focused(self) -> bool: """ Check if this scroll bar was the last one focused in the UI. :return: True if it was. """ last_focused_scrollbar_element = self.ui_manager.get_last_focused_horiz_scrollbar() return (last_focused_scrollbar_element is not None and ((last_focused_scrollbar_element is self) or (last_focused_scrollbar_element is self.sliding_button) or (last_focused_scrollbar_element is self.left_button) or (last_focused_scrollbar_element is self.right_button))) def update(self, time_delta: float): """ Called once per update loop of our UI manager. Deals largely with moving the scroll bar and updating the resulting 'start_percentage' variable that is then used by other 'scrollable' UI elements to control the point they start drawing. Reacts to presses of the up and down arrow buttons, movement of the mouse wheel and dragging of the scroll bar itself. :param time_delta: A float, roughly representing the time in seconds between calls to this method. """ super().update(time_delta) self.has_moved_recently = False if self.alive(): moved_this_frame = False if (self.left_button is not None and (self.left_button.held or self.scroll_wheel_left) and self.scroll_position > self.left_limit): self.scroll_wheel_left = False self.scroll_position -= (250.0 * time_delta) self.scroll_position = max(self.scroll_position, self.left_limit) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif (self.right_button is not None and (self.right_button.held or self.scroll_wheel_right) and self.scroll_position < self.right_limit): self.scroll_wheel_right = False self.scroll_position += (250.0 * time_delta) self.scroll_position = min(self.scroll_position, self.right_limit - self.sliding_button.relative_rect.width) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True mouse_x, mouse_y = self.ui_manager.get_mouse_position() if self.sliding_button.held and self.sliding_button.in_hold_range((mouse_x, mouse_y)): if not self.grabbed_slider: self.grabbed_slider = True real_scroll_pos = self.sliding_button.rect.left self.starting_grab_x_difference = mouse_x - real_scroll_pos real_scroll_pos = self.sliding_button.rect.left current_grab_difference = mouse_x - real_scroll_pos adjustment_required = current_grab_difference - self.starting_grab_x_difference self.scroll_position = self.scroll_position + adjustment_required self.scroll_position = min(max(self.scroll_position, self.left_limit), self.right_limit - self.sliding_button.rect.width) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_button.set_relative_position((x_pos, y_pos)) moved_this_frame = True elif not self.sliding_button.held: self.grabbed_slider = False if moved_this_frame: self.start_percentage = self.scroll_position / self.scrollable_width if not self.has_moved_recently: self.has_moved_recently = True def redraw_scrollbar(self): """ Redraws the 'scrollbar' portion of the whole UI element. Called when we change the visible percentage. """ self.scrollable_width = self.background_rect.width - (2 * self.arrow_button_width) self.right_limit = self.scrollable_width scroll_bar_width = max(5, int(self.scrollable_width * self.visible_percentage)) x_pos = (self.scroll_position + self.arrow_button_width) y_pos = 0 self.sliding_rect_position = pygame.math.Vector2(x_pos, y_pos) if self.sliding_button is None: self.sliding_button = UIButton(pygame.Rect(int(x_pos), int(y_pos), scroll_bar_width, self.background_rect.height), '', self.ui_manager, container=self.button_container, starting_height=1, parent_element=self, object_id="#sliding_button", anchors={'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'bottom'}) else: self.sliding_button.set_relative_position(self.sliding_rect_position) self.sliding_button.set_dimensions((scroll_bar_width, self.background_rect.height)) self.sliding_button.set_hold_range((self.background_rect.width, 100)) def set_visible_percentage(self, percentage: float): """ Sets the percentage of the total 'scrollable area' that is currently visible. This will affect the size of the scrollbar and should be called if the horizontal size of the 'scrollable area' or the horizontal size of the visible area change. :param percentage: A float between 0.0 and 1.0 representing the percentage that is visible. """ self.visible_percentage = max(0.0, min(1.0, percentage)) if 1.0 - self.start_percentage < self.visible_percentage: self.start_percentage = 1.0 - self.visible_percentage self.redraw_scrollbar() def reset_scroll_position(self): """ Reset the current scroll position back to the top. """ self.scroll_position = 0.0 self.start_percentage = 0.0 def rebuild_from_changed_theme_data(self): """ Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for this element when the theme data has changed. """ has_any_changed = False shape_type = 'rectangle' shape_type_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'shape') if shape_type_string is not None and shape_type_string in ['rectangle', 'rounded_rectangle']: shape_type = shape_type_string if shape_type != self.shape_type: self.shape_type = shape_type has_any_changed = True if self._check_shape_theming_changed(defaults={'border_width': 1, 'shadow_width': 2, 'shape_corner_radius': 2}): has_any_changed = True background_colour = self.ui_theme.get_colour_or_gradient(self.object_ids, self.element_ids, 'dark_bg') if background_colour != self.background_colour: self.background_colour = background_colour has_any_changed = True border_colour = self.ui_theme.get_colour_or_gradient(self.object_ids, self.element_ids, 'normal_border') if border_colour != self.border_colour: self.border_colour = border_colour has_any_changed = True buttons_enable_param = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'enable_arrow_buttons') if buttons_enable_param is not None: try: buttons_enable = bool(int(buttons_enable_param)) except ValueError: buttons_enable = True if buttons_enable != self.arrow_buttons_enabled: self.arrow_buttons_enabled = buttons_enable has_any_changed = True if has_any_changed: self.rebuild() def set_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the absolute screen position of this scroll bar, updating all subordinate button elements at the same time. :param position: The absolute screen position to set. """ super().set_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position(self.background_rect.topleft) def set_relative_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Sets the relative screen position of this scroll bar, updating all subordinate button elements at the same time. :param position: The relative screen position to set. """ super().set_relative_position(position) border_and_shadow = self.border_width + self.shadow_width self.background_rect.x = border_and_shadow + self.relative_rect.x self.background_rect.y = border_and_shadow + self.relative_rect.y self.button_container.set_relative_position(self.background_rect.topleft) def set_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the dimensions of an element. :param dimensions: The new dimensions to set. """ super().set_dimensions(dimensions) border_and_shadow = self.border_width + self.shadow_width self.background_rect.width = self.relative_rect.width - (2 * border_and_shadow) self.background_rect.height = self.relative_rect.height - (2 * border_and_shadow) self.button_container.set_dimensions(self.background_rect.size) # sort out scroll bar parameters self.scrollable_width = self.background_rect.width - (2 * self.arrow_button_width) self.right_limit = self.scrollable_width scroll_bar_width = max(5, int(self.scrollable_width * self.visible_percentage)) base_scroll_bar_x = self.arrow_button_width max_scroll_bar_x = base_scroll_bar_x + (self.scrollable_width - scroll_bar_width) self.sliding_rect_position.x = max(base_scroll_bar_x, min((base_scroll_bar_x + int(self.start_percentage * self.scrollable_width)), max_scroll_bar_x)) self.scroll_position = self.sliding_rect_position.x - base_scroll_bar_x self.sliding_button.set_dimensions((scroll_bar_width, self.background_rect.height)) self.sliding_button.set_relative_position(self.sliding_rect_position)
class UIHorizontalSlider(UIElement): """ A horizontal slider is intended to help users adjust values within a range, for example a volume control. :param relative_rect: A rectangle describing the position and dimensions of the element. :param start_value: The value to start the slider at. :param value_range: The full range of values. :param manager: The UIManager that manages this element. :param container: The container that this element is within. If set to None will be the root window's container. :param parent_element: The element this element 'belongs to' in the theming hierarchy. :param object_id: A custom defined ID for fine tuning of theming. """ def __init__(self, relative_rect: pygame.Rect, start_value: Union[float, int], value_range: Tuple[Union[float, int], Union[float, int]], manager: ui_manager.UIManager, container: ui_container.UIContainer = None, parent_element: UIElement = None, object_id: Union[str, None] = None): new_element_ids, new_object_ids = self.create_valid_ids(parent_element=parent_element, object_id=object_id, element_id='horizontal_slider') super().__init__(relative_rect, manager, container, object_ids=new_object_ids, element_ids=new_element_ids, starting_height=1, layer_thickness=1) self.button_width = 20 self.current_percentage = 0.5 self.value_range = value_range self.border_width = 1 border_width_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'border_width') if border_width_string is not None: self.border_width = int(border_width_string) self.shadow_width = 1 shadow_width_string = self.ui_theme.get_misc_data(self.object_ids, self.element_ids, 'shadow_width') if shadow_width_string is not None: self.shadow_width = int(shadow_width_string) self.background_colour = self.ui_theme.get_colour(self.object_ids, self.element_ids, 'dark_bg') self.border_colour = self.ui_theme.get_colour(self.object_ids, self.element_ids, 'normal_border') if self.shadow_width > 0: self.image = self.ui_manager.get_shadow(self.rect.size) else: self.image = pygame.Surface(self.rect.size, flags=pygame.SRCALPHA) border_rect = pygame.Rect((self.shadow_width, self.shadow_width), (self.rect.width - (2 * self.shadow_width), self.rect.height - (2 * self.shadow_width))) if self.border_width > 0: self.image.fill(self.border_colour, border_rect) relative_background_rect = pygame.Rect((self.border_width + self.shadow_width, self.border_width + self.shadow_width), (border_rect.width - (2 * self.border_width), border_rect.height - (2 * self.border_width))) background_rect = pygame.Rect((relative_background_rect.x + relative_rect.x, relative_background_rect.y + relative_rect.y), relative_background_rect.size) self.image.fill(self.background_colour, relative_background_rect) value_range_length = self.value_range[1] - self.value_range[0] self.current_value = int(self.value_range[0] + (self.current_percentage * value_range_length)) self.scrollable_width = background_rect.width - (3 * self.button_width) self.left_limit_position = 0.0 self.right_limit_position = self.scrollable_width self.scroll_position = self.scrollable_width/2 self.left_button = UIButton(pygame.Rect(background_rect.topleft, (self.button_width, background_rect.height)), '◀', self.ui_manager, self.ui_container, starting_height=2, parent_element=self, object_id='#left_button') self.right_button = UIButton(pygame.Rect((background_rect.x + background_rect.width - self.button_width, background_rect.y), (self.button_width, background_rect.height)), '▶', self.ui_manager, self.ui_container, starting_height=2, parent_element=self, object_id='#right_button') sliding_x_pos = background_rect.x + background_rect.width/2 - self.button_width/2 self.sliding_button = UIButton(pygame.Rect((sliding_x_pos, background_rect.y), (self.button_width, background_rect.height)), '', self.ui_manager, self.ui_container, starting_height=2, parent_element=self, object_id='#sliding_button') self.sliding_button.set_hold_range((background_rect.width, 100)) self.grabbed_slider = False self.starting_grab_x_difference = 0 self.has_moved_recently = False self.set_current_value(start_value) def kill(self): """ Overrides the normal sprite kill() method to also kill the button elements that help make up the slider. """ self.left_button.kill() self.right_button.kill() self.sliding_button.kill() super().kill() def update(self, time_delta: float): """ Takes care of actually moving the slider based on interactions reported by the buttons or based on movement of the mouse if we are gripping the slider itself. :param time_delta: the time in seconds between calls to update. """ if self.alive(): moved_this_frame = False if self.left_button.held and self.scroll_position > self.left_limit_position: self.scroll_position -= (250.0 * time_delta) self.scroll_position = max(self.scroll_position, self.left_limit_position) x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.Vector2(x_pos, y_pos)) moved_this_frame = True elif self.right_button.held and self.scroll_position < self.right_limit_position: self.scroll_position += (250.0 * time_delta) self.scroll_position = min(self.scroll_position, self.right_limit_position) x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.Vector2(x_pos, y_pos)) moved_this_frame = True mouse_x, mouse_y = pygame.mouse.get_pos() if self.sliding_button.held and self.sliding_button.in_hold_range((mouse_x, mouse_y)): if not self.grabbed_slider: self.grabbed_slider = True real_scroll_pos = (self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width) self.starting_grab_x_difference = mouse_x - real_scroll_pos real_scroll_pos = (self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width) current_grab_difference = mouse_x - real_scroll_pos adjustment_required = current_grab_difference - self.starting_grab_x_difference self.scroll_position = self.scroll_position + adjustment_required self.scroll_position = min(max(self.scroll_position, self.left_limit_position), self.right_limit_position) x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.Vector2(x_pos, y_pos)) moved_this_frame = True elif not self.sliding_button.held: self.grabbed_slider = False if moved_this_frame: self.current_value = self.value_range[0] + ( (self.scroll_position / self.scrollable_width) * (self.value_range[1] - self.value_range[0])) if not self.has_moved_recently: self.has_moved_recently = True def get_current_value(self) -> Union[float, int]: """ Gets the current value the slider is set to. :return: The current value recorded by the slider. """ self.has_moved_recently = False return self.current_value def set_current_value(self, value: Union[float, int]): """ Sets the value of the slider, which will move the position of the slider to match. Will issue a warning if the value set is not in the value range. :param value: The value to set. """ if min(self.value_range[0], self.value_range[1]) <= value <= max(self.value_range[0], self.value_range[1]): self.current_value = float(value) value_range_size = (self.value_range[1] - self.value_range[0]) if value_range_size != 0: percentage = (self.current_value - self.value_range[0])/value_range_size self.scroll_position = self.scrollable_width * percentage x_pos = self.scroll_position + self.rect.x + self.shadow_width + self.border_width + self.button_width y_pos = self.rect.y + self.shadow_width + self.border_width self.sliding_button.set_position(pygame.Vector2(x_pos, y_pos)) self.has_moved_recently = True else: warnings.warn('value not in range', UserWarning)