sdl_elm.py 11 KB

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  1. #!/usr/bin/python3
  2. import pygame
  3. import pygame.gfxdraw
  4. import pygame.font
  5. from lib.xcolor import *
  6. font0 = pygame.font.SysFont("freesans",10)
  7. font0b = pygame.font.SysFont("freesansbold",10)
  8. font = pygame.font.SysFont("freemonobold",22)
  9. font10 = pygame.font.SysFont("freemonobold",10)
  10. font12 = pygame.font.SysFont("freemonobold",12)
  11. font15 = pygame.font.SysFont("freemonobold",15)
  12. font22 = pygame.font.SysFont("FreeSans",22)
  13. #font = pygame.font.SysFont(None,30)
  14. class VALUE():
  15. def __init__(self,v=0,_min=0,_max=255):
  16. self._val = v
  17. self._max = _max
  18. self._min = _min
  19. def _check(self):
  20. if self._val > self._max:
  21. self._val = self._max
  22. if self._val < self._min:
  23. self._val = self._min
  24. def get(self):
  25. self._check()
  26. return self._val
  27. def set(self,val):
  28. if val <= self._max and val >= self._min:
  29. self._val = val
  30. def inc(self,v):
  31. self._val += v
  32. self._check()
  33. class ELEM_KILLGROUP():
  34. def __init__(self):
  35. self.data = []
  36. def insert(self,elm):
  37. if elm not in self.data:
  38. self.data.append(elm)
  39. return 1
  40. return 0
  41. def clean(self,elm):
  42. v = elm.val
  43. for i in self.data:
  44. i.clear()
  45. #elm.set(v)
  46. return v
  47. class CALLBACK():
  48. def __init__(self):
  49. self._cb = self.dummy
  50. self.ok = 0
  51. def cb(self,*args):
  52. if self.ok:
  53. print("CALLBACK.cb",args)
  54. #try:
  55. self._cb(args)
  56. #except Exception as e:
  57. # print(" Exception CALLBACK.cb",args)
  58. def dummy(self,arg):
  59. print("CALLBACK.dummy",arg)
  60. def set(self,cb):
  61. self._cb = cb
  62. self.ok = 1
  63. print("CALLBACK",cb)
  64. class ELEM_BUF():
  65. def __init__(self,kill=None,name="ELEM_BUF"):
  66. self.val = VALUE() #0
  67. self.increment = 10
  68. self.name = name
  69. self.cb_on = CALLBACK()
  70. self.cb_off = CALLBACK()
  71. self.nr_on = [0]
  72. self.nr_off = [0]
  73. self.color = [0,255,0]
  74. self.color_on = [255,255,0]
  75. self.type="flash" #"toggle" #"flash",fade
  76. self.killgroup = kill
  77. self.events = []
  78. def get_event(self):
  79. out = self.events[:]
  80. self.events = []
  81. return out
  82. def get(self):
  83. return self.val.get()
  84. def get_color(self):
  85. if self.val.get():
  86. return self.color_on
  87. return self.color
  88. def clean(self):
  89. self.val.set(0)
  90. def press(self):
  91. #print("ELEM_BUF.press",[self.name,self.type,self.val.get()])
  92. if self.type == "fader":
  93. self.inc(self.increment)
  94. if self.type == "toggle":
  95. if self.val.get():
  96. self.val.set(0)
  97. else:
  98. self.val.set(1)
  99. if self.type == "flash":
  100. self.val.set(1)
  101. self.events.append("press")
  102. self.cb_on.cb("ho")
  103. def release(self):
  104. if self.type == "fader":
  105. self.inc(-self.increment)
  106. if self.type == "flash":
  107. self.val.set(0)
  108. self.events.append("release")
  109. def inc(self,v):
  110. self.val.inc(v)
  111. class Layout():
  112. def __init__(self,master):
  113. self.master = master
  114. def pack(self,**args):
  115. pass
  116. def grid(self,**args):
  117. pass
  118. def bind(self,**args):
  119. pass
  120. def get_font_hight(font):
  121. fr = font.render("test_font_hight" ,1, (0,0,0))
  122. r = fr.get_rect()
  123. h = r[3]
  124. return h
  125. def draw_bd(pos=[0,0,10,10],delta=0):
  126. d = delta
  127. xpos = (
  128. (pos[0]-d ,pos[1]-d),
  129. (pos[0]+pos[2]+d-1 ,pos[1]-d),
  130. (pos[0]+pos[2]+d-1 ,pos[1]+pos[3]+d-1),
  131. (pos[0]-d ,pos[1]+pos[3]+d-1)
  132. )
  133. i_old = None
  134. ypos = []
  135. for i in xpos:
  136. if i_old:
  137. ypos.append( (i_old,i) )
  138. i_old = i
  139. ypos.append( (i_old,xpos[0]) )
  140. return ypos
  141. def check_area_v(v1,v2,event_v):#elm_pos,event_pos):
  142. if event_v < v1+1:
  143. return 0
  144. if event_v > v2-1:
  145. return 0
  146. return 1
  147. def check_area(pos,event_pos):
  148. v2 = pos[0]+pos[2]
  149. x = check_area_v(pos[0],v2,event_pos[0])
  150. v2 = pos[1]+pos[3]
  151. y = check_area_v(pos[1],v2,event_pos[1])
  152. if x and y:
  153. return 1
  154. def check_area2(R1,R2): #pos,mouse_box
  155. btn_box = R1[:] #btn_box
  156. r2 = R2[:] #mouse_box
  157. w=btn_box[2]
  158. h=btn_box[3]
  159. p1 = [btn_box[0],btn_box[1]]
  160. p4 = [btn_box[0]+w,btn_box[1]+h]
  161. if r2[0] > r2[2]:
  162. r2[0],r2[2] = r2[2],r2[0]
  163. if r2[1] > r2[3]:
  164. r2[1],r2[3] = r2[3],r2[1]
  165. x=0
  166. if r2[2] > p1[0] and r2[0] < p4[0]:
  167. x+=1
  168. y=0
  169. if r2[3] > p1[1] and r2[1] < p4[1]:
  170. y+=1
  171. if x and y:#> 4:
  172. print("btn",R1,"mouse",R2)
  173. print("btn",btn_box,"mouse",r2)
  174. print("area2",x,y)
  175. return 1
  176. class Button():
  177. def __init__(self,window,pos):
  178. self.window = window
  179. self.event_pos = [0,0]
  180. self.font0 = pygame.font.SysFont("freesans-bold",16)
  181. self.w = 20
  182. self.h = 10
  183. self.pos = pos
  184. self.fader = 1
  185. self.btn1 = ELEM_BUF()
  186. self.btn1.name = "BUTTON"
  187. self.btn1.nr_on = [1,3]
  188. self.btn1.nr_off = [1,3]
  189. #self.btn1.color = LIGHTGRAY
  190. self.btn1.color = GRAY
  191. self.btn1.color_on = RED
  192. self.btn2 = ELEM_BUF() # sel elem
  193. self.btn2.name = "SELECT BUF"
  194. self.btn2.nr_on = [2]
  195. self.btn2.nr_off = [0]
  196. self.btn2.color = GRAY
  197. self.btn2.color_on = YELLOW
  198. self.btn2.type = "toggle"
  199. self.btn3 = ELEM_BUF()
  200. self.btn3.name = "MOUSE FOCUS"
  201. self.btn3.color = GRAY
  202. self.btn3.color_on = WHITHE
  203. self.btn4 = ELEM_BUF()
  204. self.btn4.name = "MOUSE ENCODER"
  205. self.btn4.increment = 4.4
  206. self.btn4.type = "fader"
  207. self.btn4.nr_on = [4]
  208. self.btn4.nr_off = [5]
  209. self.btn4.color = GRAY
  210. self.btn4.color_on = WHITHE
  211. self.btns = []
  212. self.btns.append(self.btn1)
  213. self.btns.append(self.btn2)
  214. self.btns.append(self.btn3)
  215. self.btns.append(self.btn4)
  216. self.__layout = Layout(self)
  217. self.pack = self.__layout.pack
  218. self.grid = self.__layout.grid
  219. self.bind = self.__layout.bind
  220. self.text = "line1\nline2"
  221. self.type = "toggle" # flash, kill
  222. self.dbg = 0
  223. self.text2 = []
  224. def check(self):
  225. if self.dbg:
  226. self.text2 = []
  227. #self.text2.append(self.val)
  228. b = []
  229. for btn in self.btns:
  230. b.append(btn.get())
  231. self.text2.append(b)
  232. self.text2.append(self.btn1.type)
  233. self._check_event()
  234. self._check_min_hight()
  235. def draw(self,text="GOBO1"):
  236. self.check()
  237. self.window.set_alpha(128)
  238. self._draw_bg()
  239. self._draw_fader()
  240. self._draw_font(text="")
  241. rgb = self.btn2.get_color()
  242. self._draw_bd(color=rgb)
  243. self._draw_bd(delta=-1)
  244. rgb = self.btn3.get_color()
  245. self._draw_bd(delta=-2,color=rgb)
  246. def get_rect(self):
  247. self.check()
  248. return self.pos[:]
  249. def _check_min_hight(self):
  250. c = 1+ self.text.count("\n") #+1
  251. c += len(self.text2)
  252. fh = get_font_hight(self.font0)
  253. h = (fh+1)*c +6#8 #+8
  254. if self.pos[3] < h:
  255. self.pos[3] = h #ah+20
  256. def _draw_bg(self):
  257. pos = self.pos
  258. rgb = self.btn1.get_color()
  259. pygame.draw.rect(self.window,rgb,pos)
  260. def _draw_fader(self):
  261. rgb = [0,200,0]
  262. rgb = self.btn4.color_on
  263. pos2 = self.pos[:]
  264. v = self.btn4.val.get() #self.val.get()
  265. fh = get_font_hight(self.font0)
  266. if self.fader:
  267. pos2[1] += 2 #fh+2
  268. pos2[3] = 4 #fh+2
  269. if v > 0:
  270. pos2[2] = int(pos2[2]* v/255)
  271. else:
  272. pos2[2] = 4
  273. pygame.draw.rect(self.window,rgb,pos2)
  274. def _draw_font(self,text=""):
  275. pos = self.pos
  276. a = pos[0]+4
  277. r = pos[1]+4
  278. v = "{:4.02f}".format(self.btn4.val.get())
  279. lines = self.text.split("\n")
  280. lines.extend(self.text2)
  281. for i in lines:
  282. i = str(i)
  283. if "<val>" in i:
  284. i = i.replace("<val>",v)
  285. fr = self.font0.render(i ,1, (0,0,0))
  286. fr_r=fr.get_rect()
  287. p2 = [pos[0]+4,r,fr_r[2],fr_r[3]]
  288. if 0:# dbg # bg highlight
  289. pygame.draw.rect(self.window,[0,0,255],p2)
  290. self.window.blit(fr,(a,r))
  291. r+=fr_r[3]+1
  292. def _set_mouse_focus(self,state):
  293. if state:
  294. self.btn3.press() # mouse focus on
  295. else:
  296. self.btn3.release()
  297. def _check_event(self):
  298. pass
  299. def _draw_bd(self,delta=0,color=GRAY):#BLACK):
  300. l_pos = draw_bd(pos=self.pos,delta=delta)
  301. for i in l_pos:
  302. pygame.draw.aaline(self.window,color,i[0],i[1],1)
  303. def event(self,event=None):
  304. r_event = {}
  305. if "pos" in event.dict:
  306. self.event_pos = event.pos
  307. self._check_event()
  308. self._set_mouse_focus(0)
  309. if check_area(self.pos,self.event_pos):
  310. self._set_mouse_focus(1)
  311. if "button" in event.dict:
  312. mode = ""
  313. if event.type == 5:
  314. mode = "press"
  315. if event.type == 6:
  316. mode = "release"
  317. e = [event.button,mode]
  318. #print("e",e)
  319. for btn in self.btns:
  320. if e[0] in btn.nr_on and e[1] == "press":
  321. btn.press()
  322. if e[0] in btn.nr_off and e[1] == "release":
  323. btn.release()
  324. re = btn.get_event()
  325. if re and btn.name not in ['MOUSE FOCUS']:
  326. print("----------------",btn.name,re)
  327. r_event[btn.name] = re
  328. return r_event
  329. def draw_mouse_box(window,pos1,pos2,color=[128,128,128],text=1):
  330. color = [200,0,0,127]
  331. if text:
  332. fr = font15.render("A" ,1, (200,200,200))
  333. window.blit(fr,pos1)
  334. fr = font15.render("B" ,1, (200,200,200))
  335. window.blit(fr,[pos2[0]-10,pos2[1]-10])
  336. # h unten
  337. _pos1 = [pos1[0],pos2[1]]
  338. _pos2 = [pos2[0],pos2[1]]
  339. pygame.draw.aaline(window,color,_pos1,_pos2,1)
  340. color = [255,255,0,127]
  341. # h rechts
  342. _pos1 = [pos2[0],pos1[1]]
  343. _pos2 = [pos2[0],pos2[1]]
  344. pygame.draw.aaline(window,color,_pos1,_pos2,1)
  345. color = [0,200,0,127]
  346. # h links
  347. _pos1 = [pos1[0],pos1[1]]
  348. _pos2 = [pos1[0],pos2[1]]
  349. pygame.draw.aaline(window,color,_pos1,_pos2,1)
  350. color = [0,0,200,127]
  351. # h oben
  352. _pos1 = [pos1[0],pos1[1]]
  353. _pos2 = [pos2[0],pos1[1]]
  354. pygame.draw.aaline(window,color,_pos1,_pos2,1)