sdl_elm.py 10 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. def get(self):
  78. return self.val.get()
  79. def get_color(self):
  80. if self.val.get():
  81. return self.color_on
  82. return self.color
  83. def clean(self):
  84. self.val.set(0)
  85. def press(self):
  86. print([self.name,self.type,self.val.get()])
  87. if self.type == "fader":
  88. self.inc(self.increment)
  89. if self.type == "toggle":
  90. if self.val.get():
  91. self.val.set(0)
  92. else:
  93. self.val.set(1)
  94. if self.type == "flash":
  95. self.val.set(1)
  96. self.cb_on.cb("ho")
  97. def release(self):
  98. if self.type == "fader":
  99. self.inc(-self.increment)
  100. return
  101. if self.type == "flash":
  102. self.val.set(0)
  103. def inc(self,v):
  104. self.val.inc(v)
  105. class Layout():
  106. def __init__(self,master):
  107. self.master = master
  108. def pack(self,**args):
  109. pass
  110. def grid(self,**args):
  111. pass
  112. def bind(self,**args):
  113. pass
  114. def get_font_hight(font):
  115. fr = font.render("test_font_hight" ,1, (0,0,0))
  116. r = fr.get_rect()
  117. h = r[3]
  118. return h
  119. def draw_bd(pos=[0,0,10,10],delta=0):
  120. d = delta
  121. xpos = (
  122. (pos[0]-d ,pos[1]-d),
  123. (pos[0]+pos[2]+d-1 ,pos[1]-d),
  124. (pos[0]+pos[2]+d-1 ,pos[1]+pos[3]+d-1),
  125. (pos[0]-d ,pos[1]+pos[3]+d-1)
  126. )
  127. i_old = None
  128. ypos = []
  129. for i in xpos:
  130. if i_old:
  131. ypos.append( (i_old,i) )
  132. i_old = i
  133. ypos.append( (i_old,xpos[0]) )
  134. return ypos
  135. def check_area_v(v1,v2,event_v):#elm_pos,event_pos):
  136. if event_v < v1+1:
  137. return 0
  138. if event_v > v2-1:
  139. return 0
  140. return 1
  141. def check_area(pos,event_pos):
  142. v2 = pos[0]+pos[2]
  143. x = check_area_v(pos[0],v2,event_pos[0])
  144. v2 = pos[1]+pos[3]
  145. y = check_area_v(pos[1],v2,event_pos[1])
  146. if x and y:
  147. return 1
  148. def check_area2(R1,R2): #pos,mouse_box
  149. btn_box = R1[:] #btn_box
  150. r2 = R2[:] #mouse_box
  151. w=btn_box[2]
  152. h=btn_box[3]
  153. p1 = [btn_box[0],btn_box[1]]
  154. p4 = [btn_box[0]+w,btn_box[1]+h]
  155. if r2[0] > r2[2]:
  156. r2[0],r2[2] = r2[2],r2[0]
  157. if r2[1] > r2[3]:
  158. r2[1],r2[3] = r2[3],r2[1]
  159. x=0
  160. if r2[2] > p1[0] and r2[0] < p4[0]:
  161. x+=1
  162. y=0
  163. if r2[3] > p1[1] and r2[1] < p4[1]:
  164. y+=1
  165. if x and y:#> 4:
  166. print("btn",R1,"mouse",R2)
  167. print("btn",btn_box,"mouse",r2)
  168. print("area2",x,y)
  169. return 1
  170. class Button():
  171. def __init__(self,window,pos):
  172. self.window = window
  173. self.event_pos = [0,0]
  174. self.font0 = pygame.font.SysFont("freesans-bold",16)
  175. self.w = 20
  176. self.h = 10
  177. self.pos = pos
  178. self.fader = 1
  179. self.btn1 = ELEM_BUF()
  180. self.btn1.name = "BUTTON BUF"
  181. self.btn1.nr_on = [1,3]
  182. self.btn1.nr_off = [1,3]
  183. #self.btn1.color = LIGHTGRAY
  184. self.btn1.color = GRAY
  185. self.btn1.color_on = RED
  186. self.btn2 = ELEM_BUF() # sel elem
  187. self.btn2.name = "SELECT BUF"
  188. self.btn2.nr_on = [2]
  189. self.btn2.nr_off = [0]
  190. self.btn2.color = GRAY
  191. self.btn2.color_on = YELLOW
  192. self.btn2.type = "toggle"
  193. self.btn3 = ELEM_BUF()
  194. self.btn3.name = "MOUSE FOCUS"
  195. self.btn3.color = GRAY
  196. self.btn3.color_on = WHITHE
  197. self.btn4 = ELEM_BUF()
  198. self.btn4.name = "MOUSE ECODER"
  199. self.btn4.increment = 4.4
  200. self.btn4.type = "fader"
  201. self.btn4.nr_on = [4]
  202. self.btn4.nr_off = [5]
  203. self.btn4.color = GRAY
  204. self.btn4.color_on = WHITHE
  205. self.btns = []
  206. self.btns.append(self.btn1)
  207. self.btns.append(self.btn2)
  208. self.btns.append(self.btn3)
  209. self.btns.append(self.btn4)
  210. self.__layout = Layout(self)
  211. self.pack = self.__layout.pack
  212. self.grid = self.__layout.grid
  213. self.bind = self.__layout.bind
  214. self.text = "line1\nline2"
  215. self.type = "toggle" # flash, kill
  216. self.dbg = 0
  217. self.text2 = []
  218. def check(self):
  219. if self.dbg:
  220. self.text2 = []
  221. #self.text2.append(self.val)
  222. b = []
  223. for btn in self.btns:
  224. b.append(btn.get())
  225. self.text2.append(b)
  226. self.text2.append(self.btn1.type)
  227. self._check_event()
  228. self._check_min_hight()
  229. def draw(self,text="GOBO1"):
  230. self.check()
  231. self.window.set_alpha(128)
  232. self._draw_bg()
  233. self._draw_fader()
  234. self._draw_font(text="")
  235. rgb = self.btn2.get_color()
  236. self._draw_bd(color=rgb)
  237. self._draw_bd(delta=-1)
  238. rgb = self.btn3.get_color()
  239. self._draw_bd(delta=-2,color=rgb)
  240. def get_rect(self):
  241. self.check()
  242. return self.pos[:]
  243. def _check_min_hight(self):
  244. c = 1+ self.text.count("\n") #+1
  245. c += len(self.text2)
  246. fh = get_font_hight(self.font0)
  247. h = (fh+1)*c +6#8 #+8
  248. if self.pos[3] < h:
  249. self.pos[3] = h #ah+20
  250. def _draw_bg(self):
  251. pos = self.pos
  252. rgb = self.btn1.get_color()
  253. pygame.draw.rect(self.window,rgb,pos)
  254. def _draw_fader(self):
  255. rgb = [0,200,0]
  256. rgb = self.btn4.color_on
  257. pos2 = self.pos[:]
  258. v = self.btn4.val.get() #self.val.get()
  259. fh = get_font_hight(self.font0)
  260. if self.fader:
  261. pos2[1] += 2 #fh+2
  262. pos2[3] = 4 #fh+2
  263. if v > 0:
  264. pos2[2] = int(pos2[2]* v/255)
  265. else:
  266. pos2[2] = 4
  267. pygame.draw.rect(self.window,rgb,pos2)
  268. def _draw_font(self,text=""):
  269. pos = self.pos
  270. a = pos[0]+4
  271. r = pos[1]+4
  272. v = "{:4.02f}".format(self.btn4.val.get())
  273. lines = self.text.split("\n")
  274. lines.extend(self.text2)
  275. for i in lines:
  276. i = str(i)
  277. if "<val>" in i:
  278. i = i.replace("<val>",v)
  279. fr = self.font0.render(i ,1, (0,0,0))
  280. fr_r=fr.get_rect()
  281. p2 = [pos[0]+4,r,fr_r[2],fr_r[3]]
  282. if 0:# dbg # bg highlight
  283. pygame.draw.rect(self.window,[0,0,255],p2)
  284. self.window.blit(fr,(a,r))
  285. r+=fr_r[3]+1
  286. def _set_mouse_focus(self,state):
  287. if state:
  288. self.btn3.press() # mouse focus on
  289. else:
  290. self.btn3.release()
  291. def _check_event(self):
  292. pass
  293. def _draw_bd(self,delta=0,color=GRAY):#BLACK):
  294. l_pos = draw_bd(pos=self.pos,delta=delta)
  295. for i in l_pos:
  296. pygame.draw.aaline(self.window,color,i[0],i[1],1)
  297. def event(self,event=None):
  298. if "pos" in event.dict:
  299. self.event_pos = event.pos
  300. self._check_event()
  301. self._set_mouse_focus(0)
  302. if check_area(self.pos,self.event_pos):
  303. self._set_mouse_focus(1)
  304. if "button" in event.dict:
  305. mode = ""
  306. if event.type == 5:
  307. mode = "press"
  308. if event.type == 6:
  309. mode = "release"
  310. e = [event.button,mode]
  311. print("e",e)
  312. for btn in self.btns:
  313. if e[0] in btn.nr_on and e[1] == "press":
  314. btn.press()
  315. if e[0] in btn.nr_off and e[1] == "release":
  316. btn.release()
  317. def draw_mouse_box(window,pos1,pos2,color=[128,128,128],text=1):
  318. color = [200,0,0,127]
  319. if text:
  320. fr = font15.render("A" ,1, (200,200,200))
  321. window.blit(fr,pos1)
  322. fr = font15.render("B" ,1, (200,200,200))
  323. window.blit(fr,[pos2[0]-10,pos2[1]-10])
  324. # h unten
  325. _pos1 = [pos1[0],pos2[1]]
  326. _pos2 = [pos2[0],pos2[1]]
  327. pygame.draw.aaline(window,color,_pos1,_pos2,1)
  328. color = [255,255,0,127]
  329. # h rechts
  330. _pos1 = [pos2[0],pos1[1]]
  331. _pos2 = [pos2[0],pos2[1]]
  332. pygame.draw.aaline(window,color,_pos1,_pos2,1)
  333. color = [0,200,0,127]
  334. # h links
  335. _pos1 = [pos1[0],pos1[1]]
  336. _pos2 = [pos1[0],pos2[1]]
  337. pygame.draw.aaline(window,color,_pos1,_pos2,1)
  338. color = [0,0,200,127]
  339. # h oben
  340. _pos1 = [pos1[0],pos1[1]]
  341. _pos2 = [pos2[0],pos1[1]]
  342. pygame.draw.aaline(window,color,_pos1,_pos2,1)