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Menu.py
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Menu.py
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# -*- coding: cp1257 -*-
import pygame
from pygame.locals import *
from Exit import exited_game
from ScrollingTextArea import ScrollingTextArea
from Hoverable import Hoverable
from stopgatelocals import *
HUMANPLAYER = 0
##Messy as hell with lots of copy-paste methods between classes.
##As this will never get reused (and I hope I won't regret this),
##I won't waste any more time trying to clean this up
##Sorry.
##-Karl
class Menu(object):
quitwarning = 'Oled kindel, et soovid väljuda?'
N = 6
active = 2
smallconst = 0.65
largeconst = 0.85
miniconst = 0.50
def __init__(self, size, AI, aidelay):
global AIS, ai_delay
AIS = AI #bah, hack
ai_delay = aidelay
self.screensize = size
self.perbut = 1.0*self.screensize[0] / self.N
self.smallsize = int(self.smallconst*self.perbut)
self.largesize = int(self.largeconst*self.perbut)
self.minsize = int(self.perbut * self.miniconst)
import os
self.font = pygame.font.Font(os.path.join('Fonts','def.ttf'), self.screensize[0]/35)
self.sfont = pygame.font.Font(os.path.join('Fonts','def.ttf'), self.screensize[0]/45)
self.mfont = pygame.font.Font(os.path.join('Fonts','def.ttf'), self.screensize[0]/55)
self.buttons = []
t = 255/self.N
names = ['Uus mäng', 'Naase mängu', 'Juhised', 'Logi vaataja', 'Valikud', 'Välju']
filenames = ['newgame', 'return', 'instructions', 'logviewer', 'options', 'exit']
for name, filename in zip(names, filenames):
button = pygame.image.load("Pics/%s.png" % filename).convert_alpha()
button = pygame.transform.smoothscale(button, (self.largesize,self.largesize))
self.buttons.append((button,name))
#generate sized and paired buttons and labels
self.sized_buttons = []
self.sized_fonts = [] # pairs
self.linked_buttons_sl = [] #small-large
self.linked_buttons_ms = [] #min-small
mx = (self.perbut - self.minsize)/2
sx = (self.perbut - self.smallsize)/2
my = (self.screensize[1] - self.minsize) * 0.95
sy = (self.screensize[1] - self.smallsize) * 0.95
syy = (self.screensize[1]-self.smallsize)/2
for i, (button, name) in enumerate(self.buttons):
l = self._transform_button(button, self.largesize)
s = self._transform_button(button, self.smallsize)
m = self._transform_button(button, self.minsize)
self.sized_buttons.append((l, s, m))
lw = self.font.size(name)[0]
sw = self.sfont.size(name)[0]
mw = self.mfont.size(name)[0]
ln = self.font.render(name, True, colors['white'])
sn = self.sfont.render(name, True, colors['white'])
mn = self.mfont.render(name, True, colors['white'])
self.sized_fonts.append(((ln, lw), (sn, sw), (mn, mw)))
x = i*self.perbut
#small-large
h1 = Hoverable((x+sx, syy), HAT_CENTERED, s, l)
#min-small
h2 = Hoverable((x+mx, my), HAT_DOWN, m, s)
self.linked_buttons_sl.append(h1)
self.linked_buttons_ms.append(h2)
self.mini_menu = MiniMenu(self, self.linked_buttons_ms, self.sized_fonts)
self.newgame_menu = NewGameMenu(self)
self.instructions_menu = InstructionsMenu(self)
self.confirmation_menu = ConfirmationMenu(self)
self.log_menu = LogsMenu(self)
self.options_menu = OptionsMenu(self)
self.logo = pygame.image.load("Pics/logo.png").convert_alpha()
x, y = size
x -= self.logo.get_width()
self.logopos = (x/2, y*0.05)
def _transform_button(self, button, sqsize):
return pygame.transform.smoothscale(button, (sqsize, sqsize))
def get_screencopy(self):
return self.screencopy
def show_menu(self, playing):
dimmer = Dimmer()
self.screen = pygame.display.get_surface()
dimmer.darken()
self.screencopy = pygame.Surface(self.screensize)
self.screencopy.blit(self.screen,(0,0))
try:
while True:
self.screen.blit(self.screencopy,(0,0))
level = self.handle(self.mainmenu_input())
if isinstance(level,tuple) and len(level) == 2:
return level
elif level != None and playing:
return level, None
## else: #to-remove
## print level, type(level)
finally:
dimmer.restore()
def mainmenu_input(self):
lactive = None
while True:
if lactive != self.active: #moved the chosen
self.screen.blit(self.screencopy,(0,0))
self.screen.blit(self.logo,self.logopos)
for i, button in enumerate(self.linked_buttons_sl):
boolean = i==self.active
button.draw(boolean)
rendered, width = self.sized_fonts[i][1-boolean]
tx, ty, bx, by = button.corners()
dx = (bx-tx-width)/2
self.screen.blit(rendered, (tx + dx, by))
lactive = self.active
pygame.display.flip()
event, self.active = self.event_handle(self.active,
self.linked_buttons_sl)
if event == CHOSE:
return self.active
elif event == BACK:
return BACK
def handle(self, level):
if level == BACK:
return BACK
elif level == 0:
return self.newgame_menu.draw()
elif level == 1: #exited menu
return BACK
elif level == 2:
return self.instructions_menu.draw()
elif level == 3: #logid
return self.log_menu.draw()
elif level == 4: #valikud
return self.options_menu.draw()
## self.mini_menu.draw([level])
elif level == 5: #välju
if self.confirmation_menu.confirm(self.quitwarning) == 0:
raise exited_game
def event_handle(self, active, hoverables, max_active = None):
## pygame.time.wait(50)
e = pygame.event.wait()
pygame.event.post(e)
if max_active == None:
max_active = len(hoverables)
for event in pygame.event.get():
if event.type == QUIT :
raise exited_game
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return BACK, active #return to game
elif event.key == K_LEFT or event.key == K_UP:
active -= 1
if active == -1 or active >= max_active:
active = max_active-1
elif event.key == K_RIGHT or event.key == K_DOWN:
active += 1
if active >= max_active:
active = 0
elif event.key == K_RETURN:
return CHOSE, active #chose something
elif event.type == MOUSEMOTION:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(hoverables):
if hov.hovering(pos):
active = i
elif event.type == MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(hoverables):
if hov.hovering(pos):
active = i
return CHOSE, active
return None, active
class ConfirmationMenu(object):
def __init__(self, parent):
self.font = parent.font
small_font = parent.sfont
## self.screencopy = parent.screencopy
self.event_handle = parent.event_handle
self.handle = parent.handle
self.get_screencopy = parent.get_screencopy
w, h = pygame.display.get_surface().get_size()
dyes_x, dyes_y = small_font.size('Jah')
yy = (h - dyes_y)*0.55
yes_orig = small_font.render('Jah', True, colors['white'])
yes_active = self.font.render('Jah', True, colors['red'])
dno_x, dno_y = small_font.size('Ei')
yn = (h - dno_y)*0.55
no_orig = small_font.render('Ei', True, colors['white'])
no_active = self.font.render('Ei', True, colors['red'])
self.hyes = Hoverable(((w - dno_x)*0.40, yy), HAT_CENTERED, yes_orig, yes_active)
self.hno = Hoverable(((w - dyes_x)*0.60, yn), HAT_CENTERED, no_orig, no_active)
def confirm(self, warning):
rendered = self.font.render(warning, True, colors['white'])
w, h = self.font.size(warning)
screen = pygame.display.get_surface()
x,y = screen.get_size()
lactive = -1; active = 0
while True:
if lactive != active:
screen.blit(self.get_screencopy(),(0,0))
screen.blit(rendered,((x-w)*0.50, (y-h)*0.40))
self.hyes.draw(active == 0)
self.hno.draw(active == 1)
pygame.display.flip()
event, active = self.event_handle(active, [self.hyes, self.hno])
if event == CHOSE:
return active
elif event == BACK:
return BACK
class MiniMenu(object):
def __init__(self, parent, buttons, rendered_titles):
self.perbut = parent.perbut
self.buttons = buttons
self.buttons_titles = zip(buttons, rendered_titles)
self.N = parent.N
def draw(self, active_buttons):
for i, (button, title) in enumerate(self.buttons_titles):
j = i * self.perbut
boolean = i in active_buttons
button.draw(boolean)
rendered, width = title[2-boolean]
tx, ty, bx, by = button.corners()
dx = (bx-tx-width)/2
pygame.display.get_surface().blit(rendered, (tx + dx, by))
class InstructionsMenu(object):
main = 2
chosen = 0
def __init__(self, parent):
self.mini_menu = parent.mini_menu
self.event_handle = parent.event_handle
self.handle = parent.handle
self.get_screencopy = parent.get_screencopy
self.N = parent.N
font = parent.font
small_font = parent.sfont
sx, sy = parent.screensize
minx = sx * 0.1
miny = sy * 0.15
maxx = sx * 0.9
maxy = sy * 0.80
self.text_area = ScrollingTextArea(small_font, (minx, miny),
(maxx, maxy), None)
y = miny-2*self.text_area.rowheight
d = (maxx-minx)/3
self.titles = []
for i, title in enumerate(titles):
orig = small_font.render(title, True, colors['white'])
active = font.render(title, True, colors['yellow'])
hov = Hoverable((minx+d*i,y), HAT_LEFTDOWN, orig, active)
self.titles.append(hov)
def draw(self):
active_buttons = tuple([self.main])
last = None
choice = self.main
## current_menu = 0
while True:
if active_buttons != last:
pygame.display.get_surface().blit(self.get_screencopy(),(0,0))
self.mini_menu.draw(active_buttons)
self.text_area.set_text(instructions[self.chosen], draw = False)
for i, rendered in enumerate(self.titles):
rendered.draw(i == self.chosen)
self.text_area.draw()
pygame.display.flip()
last = active_buttons
event, choice = self.event_handle(choice, self.mini_menu.buttons +
self.titles, len(self.mini_menu.buttons))
if event == CHOSE:
if choice < self.N: #chose something from minimenu
return self.handle(choice)
else:
self.chosen = choice - self.N
last = None
elif event == BACK:
return None
active_buttons = (self.main, choice)
class NewGameMenu(object):
main = 0
def __init__(self, parent):
def centerstr(name):
namew, _ = font.size(name)
spaces = int((diff - namew)/(2*spacesize))
return ' '*spaces+name+' '*spaces
self.mini_menu = parent.mini_menu
self.handle = parent.handle
self.get_screencopy = parent.get_screencopy
self.bots = [0, 1]
font = parent.sfont
w, h = parent.screensize
bots = [(HUMANPLAYER, 'Inimene')] + AIS
self.lenbots = len(bots)*2
row_1 = w * 0.25
row_2 = w * 0.50
maxbots = 12
self.hoverable_bots = []
y = h * 0.15
afont = parent.font
self.label = afont.render('Vali mängijad:', True, colors['yellow'])
## print self.label.get_width()
self.labelpos = (w * 0.5 - self.label.get_width()*0.5, h*0.07)
per = font.size('ABCDEFGHIJKLMNOPQRSTU')[1]
diff = w * 0.25
spacesize, _ = font.size(' ')
for i, (_, name) in enumerate(bots):
if i == maxbots:
row_1 = w*0.05
row_2 = w*0.7
y = h*0.15 + per
y += per
name = centerstr(name)
not_chosen = font.render(name, True, colors['gray'])
hovering = font.render(name, True, colors['red'])
cur_choice = font.render(name, True, colors['white'])
hov1 = Hoverable((row_1,y), HAT_LEFTDOWN, not_chosen, hovering, cur_choice)
hov2 = Hoverable((row_2,y), HAT_LEFTDOWN, not_chosen, hovering, cur_choice)
self.hoverable_bots.append(hov1)
self.hoverable_bots.append(hov2)
#startbutton
alusta = 'Alusta mängu'
hovering = parent.font.render(alusta, True, colors['red'])
not_hovering = parent.font.render(alusta, True, colors['white'])
x = w*0.5 - parent.font.size(alusta)[0]/2
y = h*0.15 + (min(maxbots, len(bots))+1.5)*per
self.startbutton = Hoverable((x, y), HAT_CENTERED, not_hovering, hovering)
def draw(self):
active_buttons = (self.main,)
hovering = self.bots[0]
last_buttons = None
last_bots = None
last_hovering = None
while True:
if active_buttons != last_buttons or self.bots != last_bots \
or hovering != last_hovering:
## print active_buttons, last_buttons
pygame.display.get_surface().blit(self.get_screencopy(),(0,0))
self.mini_menu.draw(active_buttons)
left, right = self.bots
pygame.display.get_surface().blit(self.label,self.labelpos)
for i, hov in enumerate(self.hoverable_bots):
if i==left or i==right:
hov.draw(2)
elif i == hovering:
hov.draw(1)
elif i!=left and i!=right:
hov.draw(0)
self.startbutton.draw(hovering == self.lenbots)
pygame.display.flip()
last_buttons = active_buttons[:]
last_bots = self.bots[:]
last_hovering = hovering
event, hovering = self.event_handle(hovering)
if event == BACK:
return None
elif event == CHOSE:
if hovering == self.lenbots: #start game button:
return CHOSENORMALGAME, \
[AIS[(x-2)/2] if x>1 else HUMANPLAYER for x in self.bots]
elif hovering < self.lenbots:
self.bots[hovering%2] = hovering
else: #minimenu
return self.handle(hovering - self.lenbots - 1)
if hovering > self.lenbots:
active_buttons = (self.main, hovering - self.lenbots - 1)
else:
active_buttons = (self.main,)
def event_handle(self, active):
## pygame.time.wait(50)
e = pygame.event.wait()
pygame.event.post(e)
for event in pygame.event.get():
if event.type == QUIT:
raise exited_game
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return BACK, None
elif event.key == K_RIGHT:
if active+1 <= self.lenbots + 6:
active += 1
else:
active = 0
elif event.key == K_LEFT:
if active-1 >= 0:
active -= 1
else:
active = self.lenbots + 6
elif event.key == K_UP:
if active > self.lenbots:
active -= 1
elif active-2 >= 0:
active -= 2
else:
active = self.lenbots + 6
elif event.key == K_DOWN:
if active+2 <= self.lenbots:
active += 2
elif active <= self.lenbots + 6:
active += 1
else:
active = 0
elif event.key == K_RETURN:
return CHOSE, active
elif event.type == MOUSEMOTION:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(self.hoverable_bots):
if hov.hovering(pos):
return None, i # just hovering
for i, hov in enumerate(self.mini_menu.buttons):
if hov.hovering(pos):
return None, i + self.lenbots + 1
if self.startbutton.hovering(pos):
active = self.lenbots
elif event.type == MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(self.hoverable_bots):
if hov.hovering(pos):
return CHOSE, i #clicked bot
for i, hov in enumerate(self.mini_menu.buttons):
if hov.hovering(pos):
return CHOSE, i + self.lenbots + 1#clicked menu
if self.startbutton.hovering(pos):
return CHOSE, self.lenbots#clicked start
return None, active
class LogsMenu(object):
chosen = 0
main = 3
def __init__(self, parent):
self.mini_menu = parent.mini_menu
self.handle = parent.handle
self.get_screencopy = parent.get_screencopy
self.screensize = parent.screensize
self.bots = [0, 1]
self.font = parent.sfont
w, h = parent.screensize
self.lfont = parent.font
self.label = self.lfont.render('Vali logi:', True, colors['yellow'])
self.labelpos = (w * 0.5 - self.label.get_width()*0.5, h*0.07)
self.logs = []
self.hoverables = []
def create_buttons(self):
def centerstr(name):
namew, _ = self.font.size(name)
spaces = int((diff - namew)/(2*spacesize))
return ' '*spaces+name+' '*spaces
import itertools
per = self.font.size('ABCDEFGHIJKLMNOPQRSTU')[1]
spacesize, _ = self.font.size(' ')
w, h = self.screensize
cols = itertools.cycle([(0.06*w,0.32*w),
(0.37*w,0.63*w),
(0.68*w,0.94*w)])
diff = w*0.24
y = 0.15*h - per
for i, name in enumerate(self.logs):
if i % 3 == 0:
y += per
sx, ex = cols.next()
name = name.split('.')[0]
name = centerstr(' '.join(name.split()[:-1])[:25])
not_chosen = self.font.render(name[:25], True, colors['gray'])
hovering = self.font.render(name[:25], True, colors['red'])
cur_choice = self.font.render(name[:25], True, colors['white'])
hov = Hoverable((sx,y), HAT_LEFTDOWN, not_chosen, hovering, cur_choice)
self.hoverables.append(hov)
alusta = 'Alusta mängu'
hovering = self.lfont.render(alusta, True, colors['red'])
not_hovering = self.lfont.render(alusta, True, colors['white'])
x = w*0.5 - hovering.get_width()/2
y += 1.5*per
self.startbutton = Hoverable((x, y), HAT_CENTERED, not_hovering, hovering)
def draw(self):
from os import listdir
last_chosen = None
last_buttons = None
last_hovering = None
hovering = self.chosen
active_buttons = (self.main,)
logs = listdir('Logs')
if self.logs != logs: #the folder was updated
self.logs = logs
self.lenlogs = len(logs)
self.hoverables = []
self.create_buttons()
while True:
if self.chosen != last_chosen or active_buttons != last_buttons or hovering != last_hovering:
pygame.display.get_surface().blit(self.get_screencopy(),(0,0))
self.mini_menu.draw(active_buttons)
pygame.display.get_surface().blit(self.label,self.labelpos)
for i, hov in enumerate(self.hoverables):
if i == self.chosen:
hov.draw(2)
else:
hov.draw(i == hovering)
self.startbutton.draw(hovering == self.lenlogs)
pygame.display.flip()
last_chosen = self.chosen
last_buttons = active_buttons
last_hovering = hovering
event, hovering = self.event_handle(hovering)
if event == BACK:
return None
elif event == CHOSE:
if hovering == self.lenlogs: #start game button:
return CHOSELOGGAME, self.logs[self.chosen]
elif hovering < self.lenlogs:
self.chosen = hovering
else: #minimenu
return self.handle(hovering - self.lenlogs - 1)
if hovering > self.lenlogs:
active_buttons = (self.main, hovering - self.lenlogs - 1)
else:
active_buttons = (self.main,)
def event_handle(self, active):
e = pygame.event.wait()
pygame.event.post(e)
for event in pygame.event.get():
if event.type == QUIT:
raise exited_game
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return BACK, None
elif event.key == K_RIGHT:
if active+1 <= self.lenlogs + 6:
active += 1
else:
active = 0
elif event.key == K_LEFT:
if active-1 >= 0:
active -= 1
else:
active = self.lenlogs + 6
elif event.key == K_UP:
if active > self.lenlogs:
active -= 1
elif active-3 >= 0:
active -= 3
else:
active = self.lenlogs + 6
elif event.key == K_DOWN:
if active+3 <= self.lenlogs:
active += 3
elif active <= self.lenlogs + 6:
active += 1
else:
active = 0
elif event.key == K_RETURN:
return CHOSE, active
elif event.type == MOUSEMOTION:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(self.hoverables):
if hov.hovering(pos):
return None, i # just hovering
for i, hov in enumerate(self.mini_menu.buttons):
if hov.hovering(pos):
return None, i + self.lenlogs + 1
if self.startbutton.hovering(pos):
return None, self.lenlogs
elif event.type == MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(self.hoverables):
if hov.hovering(pos):
return CHOSE, i #clicked bot
for i, hov in enumerate(self.mini_menu.buttons):
if hov.hovering(pos):
return CHOSE, i + self.lenlogs + 1#clicked menu
if self.startbutton.hovering(pos):
return CHOSE, self.lenlogs#clicked start
return None, active
class OptionsMenu(object):
main = 4
def __init__(self, parent):
self.mini_menu = parent.mini_menu
self.handle = parent.handle
self.get_screencopy = parent.get_screencopy
self.screensize = parent.screensize
self.bots = [0, 1]
self.font = parent.sfont
w, h = parent.screensize
self.lfont = parent.font
self.label = self.lfont.render('Seaded', True, colors['yellow'])
self.labelpos = (w * 0.5 - self.label.get_width()*0.5, h*0.07)
self.logs = []
self.hoverables = []
self.create_buttons()
def create_buttons(self):
def centerstr(name):
#centers string, expects spacesize and diff to be in local scope
namew, _ = self.font.size(name)
spaces = int((diff - namew)/(2*spacesize))
return ' '*spaces+name+' '*spaces
def createbutton(name):
name = centerstr(name)
not_chosen = self.font.render(name[:25], True, colors['gray'])
hovering = self.font.render(name[:25], True, colors['red'])
cur_choice = self.font.render(name[:25], True, colors['white'])
return Hoverable((sx,y), HAT_LEFTDOWN, not_chosen, hovering, cur_choice)
per = self.font.size('ABCDEFGHIJKLMNOPQRSTU')[1]
spacesize, _ = self.font.size(' ')
#local constants
col1, col2, hstrt = 0.3, 0.7, 0.2
w, h = self.screensize
#creates resolution buttons, places them in the middle of the reslabel
self.reslabel = self.font.render('Resolutsioon:', True, colors['yellow'])
diff = self.reslabel.get_width()
self.reslabelpos = (col1 * w - diff/2, hstrt*h)
y = hstrt*h
sx = col1*w - diff/2
for pos in defaultsizes:
y += per
st = '%d x %d' % pos
self.hoverables.append(createbutton(st))
#creates ai_delay buttons, places them in the middle of the delaylabel
self.delaylabel = self.font.render('AI delay:', True, colors['yellow'])
diff = self.delaylabel.get_width()
self.delaylabelpos = (col2*w - diff/2, hstrt*h)
y = hstrt*h
sx = col2*w - diff/2
for delay in delays:
y += per
self.hoverables.append(createbutton('%d ms' % delay))
#start button
alusta = 'Salvesta'
hovering = self.lfont.render(alusta, True, colors['red'])
not_hovering = self.lfont.render(alusta, True, colors['white'])
x = w/2 - hovering.get_width()/2
## y = 0.5*h
y += 2*per
self.startbutton = Hoverable((x, y), HAT_CENTERED, not_hovering, hovering)
def draw(self):
"""Draws the OptionsMenu and loops over input until an error condition
(enter being pressed/some other menu chosen) achieved through
event_handle"""
global ai_delay
chosen1 = defaultsizes.index(self.screensize) if self.screensize in defaultsizes \
else -1
chosen2 = delays.index(ai_delay) + len(defaultsizes) if ai_delay in delays \
else -1
last_chosen1 = last_chosen2 = last_hovering = last_active = None
active_buttons = (self.main,)
hovering = -1
ai = 0
while True:
if (last_chosen1, last_chosen2, last_hovering, last_active) != \
(chosen1, chosen2, hovering, active_buttons):
pygame.display.get_surface().blit(self.get_screencopy(),(0,0))
self.mini_menu.draw(active_buttons)
for i, hov in enumerate(self.hoverables):
if i in (chosen1, chosen2):
hov.draw(2)
else:
hov.draw(i == hovering)
self.startbutton.draw(hovering == len(self.hoverables))
pygame.display.get_surface().blit(self.label,self.labelpos)
pygame.display.get_surface().blit(self.reslabel,self.reslabelpos)
pygame.display.get_surface().blit(self.delaylabel,self.delaylabelpos)
last_chosen1 = chosen1
last_chosen2 = chosen2
last_hovering = hovering
last_active = active_buttons
pygame.display.flip()
event, hovering = self.event_handle(hovering)
if event == BACK:
return None
elif event == CHOSE:
if hovering < len(defaultsizes):
#resolution
chosen1 = hovering
elif hovering < len(self.hoverables):
#ai delay
chosen2 = hovering
elif hovering == len(self.hoverables): #start game button:
ai_delay = delays[chosen2 - len(defaultsizes)]
return CHANGEDSETTINGS, (defaultsizes[chosen1],
ai_delay)
else: #minimenu
return self.handle(hovering - len(self.hoverables) - 1)
if hovering > len(self.hoverables):
active_buttons = (self.main, hovering - len(self.hoverables) - 1)
else:
active_buttons = (self.main,)
def event_handle(self, active):
e = pygame.event.wait()
pygame.event.post(e)
for event in pygame.event.get():
if event.type == QUIT:
raise exited_game
elif event.type == KEYDOWN:
if event.key == K_ESCAPE:
return BACK, None
#navigating by keyboard
elif event.key == K_RIGHT or event.key == K_DOWN:
if active+1 <= len(self.hoverables) + 6:
active += 1
else:
active = 0
elif event.key == K_LEFT or event.key == K_UP:
if active-1 >= 0:
active -= 1
else:
active = len(self.hoverables) + 6
elif event.key == K_RETURN:
return CHOSE, active
elif event.type == MOUSEMOTION:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(self.hoverables):
if hov.hovering(pos):
return None, i # just hovering
for i, hov in enumerate(self.mini_menu.buttons):
if hov.hovering(pos):
return None, i + len(self.hoverables) + 1
if self.startbutton.hovering(pos):
return None, len(self.hoverables)
elif event.type == MOUSEBUTTONDOWN:
pos = pygame.mouse.get_pos()
for i, hov in enumerate(self.hoverables):
if hov.hovering(pos):
return CHOSE, i #clicked bot
for i, hov in enumerate(self.mini_menu.buttons):
if hov.hovering(pos):
return CHOSE, i + len(self.hoverables) + 1#clicked menu
if self.startbutton.hovering(pos):
return CHOSE, len(self.hoverables)#clicked start
return None, active
class Dimmer(object):
darken_factor = 200
filter = (0,0,0)
def darken(self):
screen = pygame.display.get_surface()
screensize = screen.get_size()
self.buffer = pygame.Surface(screensize)
self.buffer.blit(screen, (0,0)) # to restore later
darken=pygame.Surface(screensize)
darken.fill(self.filter)
darken.set_alpha(self.darken_factor)
# safe old clipping rectangle...
old_clip = screen.get_clip()
# ..blit over entire screen...
screen.blit(darken, (0,0))
# ... and restore clipping
screen.set_clip(old_clip)
## pygame.display.flip()
def restore(self):
pygame.display.get_surface().blit(self.buffer,(0,0))
pygame.display.flip()
self.buffer = None
if __name__ == "__main__":
pygame.init()
size = (930, 700)
## screen = pygame.display.set_mode((930, 700))
screen = pygame.display.set_mode(size)
white = (255,255,255)
screen.fill(white)
pygame.display.flip()
menu = Menu(size,[('a','b')])
try:
print menu.show_menu(True)
finally:
print 'exiting'
pygame.quit()