327 lines
13 KiB
Python
327 lines
13 KiB
Python
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import pygame, math
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def init_pygui():
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"""Initialize Pygame."""
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pygame.init()
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def quit_pygui():
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"""Quit Pygame."""
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pygame.quit()
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class Button:
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def __init__(self, text, pos, size):
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self.text = text
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self.pos = pos
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self.size = size
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self.rect = pygame.Rect(pos, size)
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self.is_clicked = False
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self.mouse_released = True # Track mouse state internally
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def call(self, screen):
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"""Draw the button and check if it's clicked."""
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mouse_pos = pygame.mouse.get_pos()
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mouse_click = pygame.mouse.get_pressed()[0]
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# Colors
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base_color = (70, 70, 70)
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hover_color = (100, 100, 100)
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click_color = (150, 150, 150)
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color = base_color
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if self.rect.collidepoint(mouse_pos):
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color = hover_color
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if mouse_click and self.mouse_released:
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color = click_color
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self.is_clicked = True
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self.mouse_released = False # Mark that the mouse is now pressed
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else:
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self.is_clicked = False
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else:
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self.is_clicked = False
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# Reset mouse_released when the mouse button is released
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if not mouse_click:
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self.mouse_released = True
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pygame.draw.rect(screen, color, self.rect)
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# Render text
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font = pygame.font.SysFont(None, 24)
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text_surf = font.render(self.text, True, (255, 255, 255))
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text_rect = text_surf.get_rect(center=self.rect.center)
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screen.blit(text_surf, text_rect)
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return self.is_clicked
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class Checkbox:
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def __init__(self, label, pos, checked=False):
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self.label = label
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self.pos = pos
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self.rect = pygame.Rect(pos, (20, 20))
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self.checked = checked
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self.mouse_released = True # Track mouse state internally
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def call(self, screen):
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"""Draw the checkbox and toggle its state if clicked."""
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mouse_pos = pygame.mouse.get_pos()
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mouse_click = pygame.mouse.get_pressed()[0]
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# Handle toggle only on mouse click
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if self.rect.collidepoint(mouse_pos):
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if mouse_click and self.mouse_released:
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self.checked = not self.checked
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self.mouse_released = False # Mark that the mouse is pressed
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# Reset mouse_released when the mouse button is released
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if not mouse_click:
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self.mouse_released = True
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# Draw checkbox
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pygame.draw.rect(screen, (255, 255, 255), self.rect, 2)
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if self.checked:
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pygame.draw.line(screen, (255, 255, 255), self.rect.topleft, self.rect.bottomright, 2)
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pygame.draw.line(screen, (255, 255, 255), self.rect.topright, self.rect.bottomleft, 2)
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# Draw label
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label_font = pygame.font.SysFont(None, 24)
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label_surf = label_font.render(self.label, True, (255, 255, 255))
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screen.blit(label_surf, (self.rect.right + 10, self.rect.y))
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return self.checked
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class TextInput:
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def __init__(self, pos, size, initial_text=""):
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self.pos = pos
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self.size = size
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self.rect = pygame.Rect(pos, size)
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self.text = initial_text
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self.is_active = False
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def call(self, screen, event_list):
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"""Draw the text input field and handle typing when active."""
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base_color = (255, 255, 255)
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active_color = (230, 230, 255)
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color = active_color if self.is_active else base_color
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# Draw the input box
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pygame.draw.rect(screen, color, self.rect)
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pygame.draw.rect(screen, (0, 0, 0), self.rect, 2)
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# Handle clicking to activate/deactivate input
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mouse_pos = pygame.mouse.get_pos()
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if pygame.mouse.get_pressed()[0] and self.rect.collidepoint(mouse_pos):
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self.is_active = True
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elif pygame.mouse.get_pressed()[0] and not self.rect.collidepoint(mouse_pos):
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self.is_active = False
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# Handle text input
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if self.is_active:
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for event in event_list:
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if event.type == pygame.KEYDOWN:
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if event.key == pygame.K_BACKSPACE:
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self.text = self.text[:-1]
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else:
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self.text += event.unicode
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# Render text
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font = pygame.font.SysFont(None, 24)
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text_surf = font.render(self.text, True, (0, 0, 0))
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screen.blit(text_surf, (self.rect.x + 5, self.rect.y + (self.rect.height - text_surf.get_height()) / 2))
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return self.text
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class Slider:
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def __init__(self, pos, size, min_value=0, max_value=100, start_value=0):
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self.pos = pos # Relative position inside the window
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self.size = size # Size of the slider (track size)
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self.min_value = min_value # Minimum value of the slider
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self.max_value = max_value # Maximum value of the slider
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self.value = start_value # Current value of the slider
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# Calculate knob position and size
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self.knob_width = 10 # Width of the knob
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self.rect = pygame.Rect(pos, size) # Track rectangle (relative to the window)
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self.knob_rect = pygame.Rect(pos[0], pos[1], self.knob_width, size[1]) # Knob rectangle
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self.dragging = False # Track whether the knob is being dragged
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# Update the knob position based on the initial value
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self.update_knob_position()
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def update_knob_position(self):
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"""Update the knob's position based on the current value."""
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# Calculate the knob's x position based on the value
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knob_x = int(self.rect.x + ((self.value - self.min_value) / (self.max_value - self.min_value)) * (self.rect.width - self.knob_width))
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self.knob_rect.x = knob_x # Set the knob's x position
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def call(self, screen):
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"""Draw the slider and handle user interaction."""
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mouse_pos = pygame.mouse.get_pos() # Get the current mouse position
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mouse_click = pygame.mouse.get_pressed()[0] # Check if the mouse button is pressed
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self.move()
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# Draw the slider track
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pygame.draw.rect(screen, (150, 150, 150), self.rect)
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# Draw the knob
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pygame.draw.rect(screen, (255, 255, 255), self.knob_rect)
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# Handle dragging logic
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if self.dragging:
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if mouse_click:
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# Move the knob as the mouse moves
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new_x = max(self.rect.x, min(mouse_pos[0] - self.knob_width // 2, self.rect.x + self.rect.width - self.knob_width))
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self.knob_rect.x = new_x
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# Update the value based on the knob's new position
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self.value = self.min_value + ((self.knob_rect.x - self.rect.x) / (self.rect.width - self.knob_width)) * (self.max_value - self.min_value)
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else:
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# Stop dragging when the mouse button is released
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self.dragging = False
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elif self.knob_rect.collidepoint(mouse_pos) and mouse_click:
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# Start dragging if the mouse clicks on the knob
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self.dragging = True
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# Ensure the value is clamped within bounds
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self.value = max(self.min_value, min(self.value, self.max_value))
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return self.value # Return the current value of the slider
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def move(self):
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"""Update the slider's position based on the window's position."""
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# Update the slider's main rect position relative to the window's position
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# Correctly set the knob's y position to match the track and window
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self.knob_rect.y = self.rect.y # Align the knob's y position with the track's y position
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# Update the knob's x position relative to the track
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self.update_knob_position()
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class Knob:
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def __init__(self, center, radius, min_angle=-135, max_angle=135, start_angle=0, sensitivity=1):
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self.center = center # Center of the knob (x, y)
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self.radius = radius # Radius of the knob
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self.min_angle = min_angle # Minimum rotation angle (in degrees)
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self.max_angle = max_angle # Maximum rotation angle (in degrees)
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self.angle = start_angle # Initial angle (in degrees)
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self.dragging = False # Track if the knob is being dragged
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self.last_mouse_y = None # To track the previous mouse y-position
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self.sensitivity = sensitivity
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def draw(self, screen):
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"""Draw the knob and handle rotation."""
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# Get the current mouse position and mouse click status
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mouse_pos = pygame.mouse.get_pos()
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mouse_click = pygame.mouse.get_pressed()[0]
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# Check if the knob is clicked (or already being dragged)
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if self.dragging:
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if not mouse_click: # Stop dragging if mouse is released
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self.dragging = False
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else:
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# Calculate the change in mouse Y and rotate the knob accordingly
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if self.last_mouse_y is not None:
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mouse_y_delta = mouse_pos[1] - self.last_mouse_y
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self.angle -= mouse_y_delta * self.sensitivity # Rotate angle based on vertical mouse movement
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# Ensure the angle is clamped between min_angle and max_angle
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self.angle = max(self.min_angle, min(self.angle, self.max_angle))
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self.last_mouse_y = mouse_pos[1] # Update the last Y position of the mouse
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elif pygame.Rect(self.center[0] - self.radius, self.center[1] - self.radius, self.radius * 2, self.radius * 2).collidepoint(mouse_pos) and mouse_click:
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self.dragging = True
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self.last_mouse_y = mouse_pos[1] # Start dragging, save the initial mouse Y position
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# Draw the knob (as a circle)
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pygame.draw.circle(screen, (255, 255, 255), self.center, self.radius, 2)
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# Draw a "needle" to indicate the current angle
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needle_length = self.radius - 10
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needle_angle_rad = math.radians(self.angle)
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needle_x = self.center[0] + needle_length * math.cos(needle_angle_rad)
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needle_y = self.center[1] - needle_length * math.sin(needle_angle_rad)
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pygame.draw.line(screen, (255, 0, 0), self.center, (needle_x, needle_y), 3)
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return self.angle
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class Window:
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def __init__(self, title, pos, size):
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self.title = title
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self.pos = pos
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self.size = size
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self.rect = pygame.Rect(pos, size)
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self.is_dragging = False
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self.drag_offset = (0, 0)
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self.header_height = 30 # Header for dragging the window
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def draw(self, screen):
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"""Draw the window and allow it to be dragged."""
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mouse_pos = pygame.mouse.get_pos()
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mouse_click = pygame.mouse.get_pressed()[0]
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# Handle dragging
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if self.is_dragging:
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if mouse_click:
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self.pos = (mouse_pos[0] - self.drag_offset[0], mouse_pos[1] - self.drag_offset[1])
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self.rect.topleft = self.pos
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else:
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self.is_dragging = False
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elif pygame.Rect(self.pos[0], self.pos[1], self.size[0], self.header_height).collidepoint(mouse_pos) and mouse_click:
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self.is_dragging = True
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self.drag_offset = (mouse_pos[0] - self.pos[0], mouse_pos[1] - self.pos[1])
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# Draw window background
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pygame.draw.rect(screen, (50, 50, 50), self.rect)
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# Draw window header
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pygame.draw.rect(screen, (70, 70, 70), (self.pos[0], self.pos[1], self.size[0], self.header_height))
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# Draw title text
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font = pygame.font.SysFont(None, 24)
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title_surf = font.render(self.title, True, (255, 255, 255))
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screen.blit(title_surf, (self.pos[0] + 5, self.pos[1] + 5))
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def move_element(self, element):
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"""Move the element according to the window's position."""
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element.rect.topleft = (self.pos[0] + element.pos[0], self.pos[1] + element.pos[1])
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def call(self, screen, elements):
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"""Draw the window and all contained elements."""
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self.draw(screen)
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for element in elements:
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self.move_element(element)
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element.call(screen)
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class Label:
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def __init__(self, text, pos, font_size=24, color=(255, 255, 255)):
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self.text = text # The label text
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self.pos = pos # The position of the label (relative to the window)
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self.font_size = font_size # Font size
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self.color = color # Text color
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# Create a font object
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self.font = pygame.font.SysFont(None, self.font_size)
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# Create a rect based on the label's position and text size
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self.rect = self.font.render(self.text, True, self.color).get_rect(topleft=self.pos)
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def call(self, screen):
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"""Render and draw the label text."""
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text_surface = self.font.render(self.text, True, self.color)
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screen.blit(text_surface, self.rect.topleft) # Draw the label using the rect position
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