def test_set_position(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 80, 100, 200, 30), visible_percentage=0.25, manager=default_ui_manager) scroll_bar.set_position((200, 200)) # try to click on the scroll bar's left button default_ui_manager.process_events( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (205, 215) })) # if we successfully clicked on the moved scroll bar then this button should be True assert scroll_bar.left_button.held is True default_ui_manager.process_events( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (395, 215) })) # if we successfully clicked on the moved scroll bar then this button should be True assert scroll_bar.right_button.held is True default_ui_manager.process_events( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (250, 215) })) # if we successfully clicked on the moved scroll bar then this button should be True assert scroll_bar.sliding_button.held is True
def test_reset_scroll_position(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) scroll_bar.reset_scroll_position() assert scroll_bar.scroll_position == 0.0 and scroll_bar.start_percentage == 0.0
def test_redraw_scroll_bar(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) scroll_bar.redraw_scrollbar() assert scroll_bar.sliding_button is not None
def test_check_has_moved_recently(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) # move the scroll bar a bit scroll_bar.right_button.held = True scroll_bar.update(0.2) assert scroll_bar.check_has_moved_recently() is True
def test_process_event(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) scroll_bar.hovered = True assert scroll_bar.process_event( pygame.event.Event(pygame.MOUSEWHEEL, {'x': 0.5})) is True assert scroll_bar.process_event( pygame.event.Event(pygame.MOUSEWHEEL, {'x': -0.5})) is True
def test_enable(self, _init_pygame: None, default_ui_manager: UIManager, _display_surface_return_none: None): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 0, 0, 200, 30), visible_percentage=0.25, manager=default_ui_manager) scroll_bar.disable() scroll_bar.enable() # process a mouse button down event scroll_bar.right_button.process_event( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': scroll_bar.right_button.rect.center })) scroll_bar.update(0.1) # process a mouse button up event scroll_bar.right_button.process_event( pygame.event.Event(pygame.MOUSEBUTTONUP, { 'button': 1, 'pos': scroll_bar.right_button.rect.center })) assert scroll_bar.scroll_position != 0.0 and scroll_bar.is_enabled is True
def test_creation(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) assert scroll_bar.image is not None
def test_set_dimensions(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 0, 200, 30), visible_percentage=0.25, manager=default_ui_manager) scroll_bar.set_dimensions((100, 60)) # try to click on the slider default_ui_manager.process_events( pygame.event.Event(pygame.MOUSEBUTTONDOWN, { 'button': 1, 'pos': (195, 40) })) # if we successfully clicked on the moved slider then this button should be True assert scroll_bar.right_button.held is True
def test_set_visible_percentage(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) scroll_bar.start_percentage = 0.9 scroll_bar.set_visible_percentage(0.2) assert scroll_bar.visible_percentage == 0.2 scroll_bar.set_visible_percentage(-0.2) assert scroll_bar.visible_percentage == 0.0 scroll_bar.set_visible_percentage(1.9) assert scroll_bar.visible_percentage == 1.0
def test_kill(self, _init_pygame, default_ui_manager: IUIManagerInterface, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) assert len(default_ui_manager.get_root_container().elements) == 2 assert len(default_ui_manager.get_sprite_group().sprites()) == 6 scroll_bar_sprites = [ default_ui_manager.get_root_container(), scroll_bar, scroll_bar.button_container, scroll_bar.left_button, scroll_bar.right_button, scroll_bar.sliding_button ] assert default_ui_manager.get_sprite_group().sprites( ) == scroll_bar_sprites scroll_bar.kill() assert len(default_ui_manager.get_root_container().elements) == 0 assert len(default_ui_manager.get_sprite_group().sprites()) == 1 empty_sprites = [default_ui_manager.get_root_container()] assert default_ui_manager.get_sprite_group().sprites() == empty_sprites
def test_rebuild_from_theme_data_bad_values(self, _init_pygame, _display_surface_return_none): manager = UIManager( (800, 600), os.path.join("tests", "data", "themes", "ui_horizontal_scroll_bar_bad_values.json")) scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=1.0, manager=manager) assert scroll_bar.image is not None
def test_show_hide_rendering(self, _init_pygame, default_ui_manager, _display_surface_return_none): resolution = (400, 400) empty_surface = pygame.Surface(resolution) empty_surface.fill(pygame.Color(0, 0, 0)) surface = empty_surface.copy() manager = UIManager(resolution) scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 25, 25, 375, 150), visible_percentage=0.25, manager=manager, visible=0) manager.update(0.01) manager.draw_ui(surface) assert compare_surfaces(empty_surface, surface) surface.fill(pygame.Color(0, 0, 0)) scroll_bar.show() manager.update(0.01) manager.draw_ui(surface) assert not compare_surfaces(empty_surface, surface) surface.fill(pygame.Color(0, 0, 0)) scroll_bar.hide() manager.update(0.01) manager.draw_ui(surface) assert compare_surfaces(empty_surface, surface)
def test_hide(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 0, 200, 30), visible_percentage=0.25, manager=default_ui_manager) assert scroll_bar.visible == 1 assert scroll_bar.button_container.visible == 1 assert scroll_bar.sliding_button.visible == 1 assert scroll_bar.left_button.visible == 1 assert scroll_bar.right_button.visible == 1 scroll_bar.hide() assert scroll_bar.visible == 0 assert scroll_bar.button_container.visible == 0 assert scroll_bar.sliding_button.visible == 0 assert scroll_bar.left_button.visible == 0 assert scroll_bar.right_button.visible == 0
def test_check_update_buttons(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 100, 100, 150, 30), visible_percentage=0.7, manager=default_ui_manager) # scroll down a bit then up again to exercise update scroll_bar.right_button.held = True scroll_bar.update(0.3) scroll_bar.right_button.held = False scroll_bar.left_button.held = True scroll_bar.update(0.3) assert scroll_bar.check_has_moved_recently() is True
def test_check_update_sliding_bar(self, _init_pygame, default_ui_manager, _display_surface_return_none): scroll_bar = UIHorizontalScrollBar(relative_rect=pygame.Rect( 0, 0, 150, 30), visible_percentage=0.7, manager=default_ui_manager) # scroll down a bit then up again to exercise update default_ui_manager.mouse_position = (100, 15) scroll_bar.sliding_button.held = True scroll_bar.update(0.3) assert scroll_bar.grabbed_slider is True scroll_bar.sliding_button.held = False scroll_bar.update(0.3) assert scroll_bar.grabbed_slider is False
def _sort_out_element_container_scroll_bars(self): """ This creates, re-sizes or removes the scrollbars after resizing, but not after the scroll bar has been moved. Instead it tries to keep the scrollbars in the same approximate position they were in before resizing """ self._check_scroll_bars_and_adjust() need_horiz_scroll_bar, need_vert_scroll_bar = self._check_scroll_bars_and_adjust() if need_vert_scroll_bar: vis_percent = self._view_container.rect.height / self.scrolling_height if self.vert_scroll_bar is None: self.scroll_bar_width = 20 scroll_bar_rect = pygame.Rect(-self.scroll_bar_width, 0, self.scroll_bar_width, self._view_container.rect.height) self.vert_scroll_bar = UIVerticalScrollBar(relative_rect=scroll_bar_rect, visible_percentage=vis_percent, manager=self.ui_manager, container=self._root_container, parent_element=self, anchors={'left': 'right', 'right': 'right', 'top': 'top', 'bottom': 'bottom'}) else: start_percent = ((self._view_container.rect.top - self.scrollable_container.rect.top) / self.scrolling_height) self.vert_scroll_bar.start_percentage = start_percent self.vert_scroll_bar.set_visible_percentage(vis_percent) self.vert_scroll_bar.set_dimensions((self.scroll_bar_width, self._view_container.rect.height)) else: self._remove_vert_scrollbar() if need_horiz_scroll_bar: vis_percent = self._view_container.rect.width / self.scrolling_width if self.horiz_scroll_bar is None: self.scroll_bar_height = 20 scroll_bar_rect = pygame.Rect(0, -self.scroll_bar_height, self._view_container.rect.width, self.scroll_bar_height) self.horiz_scroll_bar = UIHorizontalScrollBar(relative_rect=scroll_bar_rect, visible_percentage=vis_percent, manager=self.ui_manager, container=self._root_container, parent_element=self, anchors={'left': 'left', 'right': 'right', 'top': 'bottom', 'bottom': 'bottom'}) else: start_percent = ((self._view_container.rect.left - self.scrollable_container.rect.left) / self.scrolling_width) self.horiz_scroll_bar.start_percentage = start_percent self.horiz_scroll_bar.set_visible_percentage(vis_percent) self.horiz_scroll_bar.set_dimensions((self._view_container.rect.width, self.scroll_bar_height)) else: self._remove_horiz_scrollbar()
class UIScrollingContainer(UIElement, IContainerLikeInterface): """ A container like UI element that lets users scroll around a larger container of content with scroll bars. :param relative_rect: The size and relative position of the container. This will also be the starting size of the scrolling area. :param manager: The UI manager for this element. :param starting_height: The starting layer height of this container above it's container. Defaults to 1. :param container: The container this container is within. Defaults to None (which is the root container for the UI) :param parent_element: A parent element for this container. Defaults to None, or the container if you've set that. :param object_id: An object ID for this element. :param anchors: Layout anchors in a dictionary. :param visible: Whether the element is visible by default. Warning - container visibility may override this. """ def __init__(self, relative_rect: pygame.Rect, manager: IUIManagerInterface, *, starting_height: int = 1, container: Union[IContainerLikeInterface, None] = None, parent_element: Union[UIElement, None] = None, object_id: Union[ObjectID, str, None] = None, anchors: Union[Dict[str, str], None] = None, visible: int = 1): super().__init__(relative_rect, manager, container, starting_height=starting_height, layer_thickness=2, anchors=anchors, visible=visible) self._create_valid_ids(container=container, parent_element=parent_element, object_id=object_id, element_id='scrolling_container') # self.parent_element = parent_element self.scroll_bar_width = 0 self.scroll_bar_height = 0 self.need_to_sort_out_scrollbars = False self.vert_scroll_bar = None # type: Union[UIVerticalScrollBar, None] self.horiz_scroll_bar = None # type: Union[UIHorizontalScrollBar, None] self.set_image(self.ui_manager.get_universal_empty_surface()) # this contains the scroll bars and the 'view' container self._root_container = UIContainer(relative_rect=relative_rect, manager=manager, starting_height=starting_height, container=container, parent_element=parent_element, object_id=ObjectID(object_id='#root_container', class_id=None), anchors=anchors, visible=self.visible) # This container is the view on to the scrollable container it's size is determined by # the size of the root container and whether there are any scroll bars or not. view_rect = pygame.Rect(0, 0, relative_rect.width, relative_rect.height) self._view_container = UIContainer(relative_rect=view_rect, manager=manager, starting_height=0, container=self._root_container, parent_element=parent_element, object_id=ObjectID(object_id='#view_container', class_id=None), anchors={'left': 'left', 'right': 'right', 'top': 'top', 'bottom': 'bottom'}) # This container is what we actually put other stuff in. # It is aligned to the top left corner but that isn't that important for a container that # can be much larger than it's view scrollable_rect = pygame.Rect(0, 0, relative_rect.width, relative_rect.height) self.scrollable_container = UIContainer(relative_rect=scrollable_rect, manager=manager, starting_height=0, container=self._view_container, parent_element=parent_element, object_id=ObjectID( object_id='#scrollable_container', class_id=None), anchors={'left': 'left', 'right': 'left', 'top': 'top', 'bottom': 'top'}) self.scrolling_height = 0 self.scrolling_width = 0 self.scrolling_bottom = 0 self.scrolling_right = 0 self._calculate_scrolling_dimensions() def get_container(self) -> IUIContainerInterface: """ Gets the scrollable container area (the one that moves around with the scrollbars) from this container-like UI element. :return: the scrolling container. """ return self.scrollable_container def kill(self): """ Overrides the basic kill() method of a pygame sprite so that we also kill all the UI elements in this panel. """ self._root_container.kill() super().kill() def set_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the absolute screen rect position of an element. :param position: The new position to set. """ super().set_position(position) self._root_container.set_dimensions(position) def set_relative_position(self, position: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the relative rect position of an element. :param position: The new position to set. """ super().set_relative_position(position) self._root_container.set_relative_position(position) def set_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Method to directly set the dimensions of an element. NOTE: Using this on elements inside containers with non-default anchoring arrangements may make a mess of them. :param dimensions: The new dimensions to set. """ super().set_dimensions(dimensions) self._root_container.set_dimensions(dimensions) self._calculate_scrolling_dimensions() self._sort_out_element_container_scroll_bars() def set_scrollable_area_dimensions(self, dimensions: Union[pygame.math.Vector2, Tuple[int, int], Tuple[float, float]]): """ Set the size of the scrollable area container. It starts the same size as the view container but often you want to expand it, or why have a scrollable container? :param dimensions: The new dimensions. """ self.scrollable_container.set_dimensions(dimensions) self._calculate_scrolling_dimensions() self._sort_out_element_container_scroll_bars() def update(self, time_delta: float): """ Updates the scrolling container's position based upon the scroll bars and updates the scrollbar's visible percentage as well if that has changed. :param time_delta: The time passed between frames, measured in seconds. """ super().update(time_delta) if (self.vert_scroll_bar is not None and self.vert_scroll_bar.check_has_moved_recently()): self._calculate_scrolling_dimensions() vis_percent = self._view_container.rect.height / self.scrolling_height if self.vert_scroll_bar.start_percentage <= 0.5: start_height = int(self.vert_scroll_bar.start_percentage * self.scrolling_height) else: button_percent_height = (self.vert_scroll_bar.sliding_button.rect.height / self.vert_scroll_bar.scrollable_height) button_bottom_percent = (self.vert_scroll_bar.start_percentage + button_percent_height) start_height = (int(button_bottom_percent * self.scrolling_height) - self._view_container.rect.height) if vis_percent < 1.0: self.vert_scroll_bar.set_visible_percentage(vis_percent) else: self._remove_vert_scrollbar() if self.scrolling_bottom < self._view_container.rect.bottom: start_height = min(start_height, self._view_container.rect.height) new_pos = (self.scrollable_container.relative_rect.x, -start_height) self.scrollable_container.set_relative_position(new_pos) if (self.horiz_scroll_bar is not None and self.horiz_scroll_bar.check_has_moved_recently()): self._calculate_scrolling_dimensions() vis_percent = self._view_container.rect.width / self.scrolling_width if self.horiz_scroll_bar.start_percentage <= 0.5: start_width = int(self.horiz_scroll_bar.start_percentage * self.scrolling_width) else: button_percent_width = (self.horiz_scroll_bar.sliding_button.rect.width / self.horiz_scroll_bar.scrollable_width) button_right_percent = (self.horiz_scroll_bar.start_percentage + button_percent_width) start_width = (int(button_right_percent * self.scrolling_width) - self._view_container.rect.width) if vis_percent < 1.0: self.horiz_scroll_bar.set_visible_percentage(vis_percent) else: self._remove_horiz_scrollbar() if self.scrolling_right < self._view_container.rect.right: start_width = min(start_width, self._view_container.rect.width) new_pos = (-start_width, self.scrollable_container.relative_rect.y) self.scrollable_container.set_relative_position(new_pos) def _calculate_scrolling_dimensions(self): """ Calculate all the variables we need to scroll the container correctly. This is a bit of a fiddly process since we can resize our viewing area, the scrollable area and we generally don't want to yank the area you are looking at too much either. Plus, the scrollbars only have somewhat limited accuracy so need clamping... """ scrolling_top = min(self.scrollable_container.rect.top, self._view_container.rect.top) scrolling_left = min(self.scrollable_container.rect.left, self._view_container.rect.left) # used for clamping self.scrolling_bottom = max(self.scrollable_container.rect.bottom, self._view_container.rect.bottom) self.scrolling_right = max(self.scrollable_container.rect.right, self._view_container.rect.right) self.scrolling_height = self.scrolling_bottom - scrolling_top self.scrolling_width = self.scrolling_right - scrolling_left def _sort_out_element_container_scroll_bars(self): """ This creates, re-sizes or removes the scrollbars after resizing, but not after the scroll bar has been moved. Instead it tries to keep the scrollbars in the same approximate position they were in before resizing """ self._check_scroll_bars_and_adjust() need_horiz_scroll_bar, need_vert_scroll_bar = self._check_scroll_bars_and_adjust() if need_vert_scroll_bar: vis_percent = self._view_container.rect.height / self.scrolling_height if self.vert_scroll_bar is None: self.scroll_bar_width = 20 scroll_bar_rect = pygame.Rect(-self.scroll_bar_width, 0, self.scroll_bar_width, self._view_container.rect.height) self.vert_scroll_bar = UIVerticalScrollBar(relative_rect=scroll_bar_rect, visible_percentage=vis_percent, manager=self.ui_manager, container=self._root_container, parent_element=self, anchors={'left': 'right', 'right': 'right', 'top': 'top', 'bottom': 'bottom'}) else: start_percent = ((self._view_container.rect.top - self.scrollable_container.rect.top) / self.scrolling_height) self.vert_scroll_bar.start_percentage = start_percent self.vert_scroll_bar.set_visible_percentage(vis_percent) self.vert_scroll_bar.set_dimensions((self.scroll_bar_width, self._view_container.rect.height)) else: self._remove_vert_scrollbar() if need_horiz_scroll_bar: vis_percent = self._view_container.rect.width / self.scrolling_width if self.horiz_scroll_bar is None: self.scroll_bar_height = 20 scroll_bar_rect = pygame.Rect(0, -self.scroll_bar_height, self._view_container.rect.width, self.scroll_bar_height) self.horiz_scroll_bar = UIHorizontalScrollBar(relative_rect=scroll_bar_rect, visible_percentage=vis_percent, manager=self.ui_manager, container=self._root_container, parent_element=self, anchors={'left': 'left', 'right': 'right', 'top': 'bottom', 'bottom': 'bottom'}) else: start_percent = ((self._view_container.rect.left - self.scrollable_container.rect.left) / self.scrolling_width) self.horiz_scroll_bar.start_percentage = start_percent self.horiz_scroll_bar.set_visible_percentage(vis_percent) self.horiz_scroll_bar.set_dimensions((self._view_container.rect.width, self.scroll_bar_height)) else: self._remove_horiz_scrollbar() def _check_scroll_bars_and_adjust(self): """ Check if we need a horizontal or vertical scrollbar and adjust the containers if we do. Adjusting the containers for a scrollbar, may mean we now need a scrollbar in the other dimension so we need to call this twice. """ self.scroll_bar_width = 0 self.scroll_bar_height = 0 need_horiz_scroll_bar = False need_vert_scroll_bar = False if (self.scrolling_height > self._view_container.rect.height or self.scrollable_container.relative_rect.top != 0): need_vert_scroll_bar = True self.scroll_bar_width = 20 if (self.scrolling_width > self._view_container.rect.width or self.scrollable_container.relative_rect.left != 0): need_horiz_scroll_bar = True self.scroll_bar_height = 20 if need_vert_scroll_bar or need_horiz_scroll_bar: new_width = (self._root_container.rect.width - self.scroll_bar_width) new_height = (self._root_container.rect.height - self.scroll_bar_height) new_dimensions = (new_width, new_height) self._view_container.set_dimensions(new_dimensions) self._calculate_scrolling_dimensions() return need_horiz_scroll_bar, need_vert_scroll_bar def _remove_vert_scrollbar(self): """ Get rid of the vertical scroll bar and resize the containers appropriately. """ if self.vert_scroll_bar is not None: self.vert_scroll_bar.kill() self.vert_scroll_bar = None self.scroll_bar_width = 0 new_width = (self._root_container.rect.width - self.scroll_bar_width) old_height = self._view_container.rect.height new_dimensions = (new_width, old_height) self._view_container.set_dimensions(new_dimensions) self._calculate_scrolling_dimensions() if self.horiz_scroll_bar is not None: self.horiz_scroll_bar.set_dimensions((self._view_container.rect.width, self.scroll_bar_height)) def _remove_horiz_scrollbar(self): """ Get rid of the horiz scroll bar and resize the containers appropriately. """ if self.horiz_scroll_bar is not None: self.horiz_scroll_bar.kill() self.horiz_scroll_bar = None self.scroll_bar_height = 0 new_height = (self._root_container.rect.height - self.scroll_bar_height) old_width = self._view_container.rect.width new_dimensions = (old_width, new_height) self._view_container.set_dimensions(new_dimensions) self._calculate_scrolling_dimensions() if self.vert_scroll_bar is not None: self.vert_scroll_bar.set_dimensions((self.scroll_bar_width, self._view_container.rect.height)) def disable(self): """ Disables all elements in the container so they are no longer interactive. """ if self.is_enabled: self.is_enabled = False self._root_container.disable() def enable(self): """ Enables all elements in the container so they are interactive again. """ if not self.is_enabled: self.is_enabled = True self._root_container.enable() def show(self): """ In addition to the base UIElement.show() - call show() of owned container - _root_container. All other subelements (view_container, scrollbars) are children of _root_container, so it's visibility will propagate to them - there is no need to call their show() methods separately. """ super().show() self._root_container.show() def hide(self): """ In addition to the base UIElement.hide() - call hide() of owned container - _root_container. All other subelements (view_container, scrollbars) are children of _root_container, so it's visibility will propagate to them - there is no need to call their hide() methods separately. """ self._root_container.hide() super().hide()