Source code for peng3d.gui.button

#!/usr/bin/env python
# -*- coding: utf-8 -*-
#
#  button.py
#  
#  Copyright 2016 notna <notna@apparat.org>
#  
#  This program is free software; you can redistribute it and/or modify
#  it under the terms of the GNU General Public License as published by
#  the Free Software Foundation; either version 2 of the License, or
#  (at your option) any later version.
#  
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#  
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software
#  Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
#  MA 02110-1301, USA.
#  
#  

__all__ = [
    "Button","ButtonBackground",
    "ImageButton","ImageBackground",
    "FramedImageButton","FramedImageBackground",
    "ToggleButton",
    "Checkbox","CheckboxBackground"
]

import pyglet
from pyglet.gl import *

from .widgets import Background,Widget,mouse_aabb

LABEL_FONT_SIZE = 16


[docs]class ButtonBackground(Background): """ Background for the :py:class:`Button` Widget. This background renders the button and its border, but not the label. """ n_vertices = 20 change_on_press = True vlist_layer = 0 # used as the first argument to OrderedGroup def __init__(self,widget,border=[4,4],borderstyle="flat", batch=None,change_on_press=None): super(ButtonBackground,self).__init__(widget) self.border = border self.borderstyle = borderstyle self.change_on_press = change_on_press if change_on_press is not None else self.change_on_press self.borderstyles = {} self.addBorderstyle("flat",self.bs_flat) self.addBorderstyle("gradient",self.bs_gradient) self.addBorderstyle("oldshadow",self.bs_oldshadow) self.addBorderstyle("material",self.bs_material)
[docs] def init_bg(self): # Can only be initialized here due to order of initialization self.vlist = self.submenu.batch2d.add(self.n_vertices,GL_QUADS,pyglet.graphics.OrderedGroup(self.vlist_layer), "v2f", "c3B", ) self.reg_vlist(self.vlist)
[docs] def redraw_bg(self): # Convenience variables sx,sy,x,y,bx,by = self.getPosSize() # Button background # Outer vertices # x y v1 = x, y+sy v2 = x+sx, y+sy v3 = x, y v4 = x+sx, y # Inner vertices # x y v5 = x+bx, y+sy-by v6 = x+sx-bx, y+sy-by v7 = x+bx, y+by v8 = x+sx-bx, y+by # 5 Quads, for edges and the center qb1 = v5+v6+v2+v1 qb2 = v8+v4+v2+v6 qb3 = v3+v4+v8+v7 qb4 = v3+v7+v5+v1 qc = v7+v8+v6+v5 v = qb1+qb2+qb3+qb4+qc self.vlist.vertices = v if self.borderstyle not in self.borderstyles: raise ValueError("Invalid Border style") c = self.borderstyles[self.borderstyle](*self.getColors()) self.vlist.colors = c
[docs] def getPosSize(self): """ Helper function converting the actual widget position and size into a usable and offsetted form. This function should return a 6-tuple of ``(sx,sy,x,y,bx,by)`` where sx and sy are the size, x and y the position and bx and by are the border size. All values should be in pixels and already include all offsets, as they are used directly for generation of vertex data. This method can also be overridden to limit the background to a specific part of its widget. """ sx,sy = self.widget.size x,y = self.widget.pos bx,by = self.border return sx,sy,x,y,bx,by
[docs] def getColors(self): """ Overrideable function that generates the colors to be used by various borderstyles. Should return a 5-tuple of ``(bg,o,i,s,h)``\\ . ``bg`` is the base color of the background. ``o`` is the outer color, it is usually the same as the background color. ``i`` is the inner color, it is usually lighter than the background color. ``s`` is the shadow color, it is usually quite a bit darker than the background. ``h`` is the highlight color, it is usually quite a bit lighter than the background. """ bg = self.submenu.bg[:3] if isinstance(self.submenu.bg,list) or isinstance(self.submenu.bg,tuple) else [242,241,240] o,i = bg, [min(bg[0]+8,255),min(bg[1]+8,255),min(bg[2]+8,255)] s,h = [max(bg[0]-40,0),max(bg[1]-40,0),max(bg[2]-40,0)], [min(bg[0]+12,255),min(bg[1]+12,255),min(bg[2]+12,255)] # Outer,Inner,Shadow,Highlight return bg,o,i,s,h
[docs] def addBorderstyle(self,name,func): """ Adds a borderstyle to the background object. Note that borderstyles must be registered seperately for each background object. ``name`` is the (string) name of the borderstyle. ``func`` will be called with its arguments as ``(bg,o,i,s,h)``\\ , see :py:meth:`getColors()` for more information. """ self.borderstyles[name]=func
@property def pressed(self): """ Read-only helper property to be used by borderstyles for determining if the widget should be rendered as pressed or not. Note that this property may not represent the actual pressed state, it will always be False if ``change_on_press`` is disabled. """ return self.change_on_press and (self.widget.pressed or getattr(self.widget, "focussed", False)) @property def is_hovering(self): """ Read-only helper property to be used by borderstyles for determining if the widget should be rendered as hovered or not. Note that this property may not represent the actual hovering state, it will always be False if ``change_on_press`` is disabled. """ return self.change_on_press and self.widget.is_hovering def bs_flat(self,bg,o,i,s,h): # Flat style makes no difference between normal,hover and pressed cb1 = i+i+i+i cb2 = i+i+i+i cb3 = i+i+i+i cb4 = i+i+i+i cc = i+i+i+i return cb1+cb2+cb3+cb4+cc bs_flat.__noautodoc__ = True def bs_gradient(self,bg,o,i,s,h): if self.pressed: i = s elif self.is_hovering: i = [min(i[0]+6,255),min(i[1]+6,255),min(i[2]+6,255)] cb1 = i+i+o+o cb2 = i+o+o+i cb3 = o+o+i+i cb4 = o+i+i+o cc = i+i+i+i return cb1+cb2+cb3+cb4+cc bs_gradient.__noautodoc__ = True def bs_oldshadow(self,bg,o,i,s,h): if self.pressed: i = s s,h = h,s elif self.is_hovering: i = [min(i[0]+6,255),min(i[1]+6,255),min(i[2]+6,255)] s = [min(s[0]+6,255),min(s[1]+6,255),min(s[2]+6,255)] cb1 = h+h+h+h cb2 = s+s+s+s cb3 = s+s+s+s cb4 = h+h+h+h cc = i+i+i+i return cb1+cb2+cb3+cb4+cc bs_oldshadow.__noautodoc__ = True def bs_material(self,bg,o,i,s,h): if self.pressed: i = [max(bg[0]-20,0),max(bg[1]-20,0),max(bg[2]-20,0)] elif self.is_hovering: i = [max(bg[0]-10,0),max(bg[1]-10,0),max(bg[2]-10,0)] cb1 = s+s+o+o cb2 = s+o+o+s cb3 = o+o+s+s cb4 = o+s+s+o cc = i+i+i+i return cb1+cb2+cb3+cb4+cc bs_material.__noautodoc__ = True
[docs]class Button(Widget): """ Button Widget allowing the user to trigger specific actions. By default, this Widget uses :py:class:`ButtonBackground` as its Background class. The border given is in pixels from the left/right and top/bottom, respectively. The borderstyle may be either ``flat``\\ , which has no border at all, ``gradient``\\ , which fades from the inner color to the background color, ``oldshadow``\\ , which uses a simple fake shadow with the light from the top-left corner and ``material``\\ , which imitates Google Material Design shadows. Also, the label of the button may only be a single line of text, anything else may produce undocumented behavior. If necessary, the font size of the Label may be changed via the global Constant :py:data:`LABEL_FONT_SIZE`\\ , changes will only apply to Buttons created after change. The text color used is ``[62,67,73,255]`` in RGBA and the font used is Arial, which should be available on most systems. """ IS_CLICKABLE = True def __init__(self,name,submenu,window,peng, pos=None, size=None,bg=None, border=[4,4], borderstyle=None, label="Button",min_size=None, font_size=None, font=None, font_color=None, label_layer=1, ): font = font if font is not None else submenu.font font_size = font_size if font_size is not None else submenu.font_size font_color = font_color if font_color is not None else submenu.font_color borderstyle = borderstyle if borderstyle is not None else submenu.borderstyle if bg is None: bg = ButtonBackground(self,border,borderstyle) super(Button,self).__init__(name,submenu,window,peng,pos,size,bg,min_size) self._label = pyglet.text.Label(str(label), font_name=font, font_size=font_size, color=font_color, x=0,y=0, batch=self.submenu.batch2d, group=pyglet.graphics.OrderedGroup(label_layer), anchor_x="center", anchor_y="center" ) if getattr(label,"_dynamic",False): def f(): self.label = str(label) self.peng.i18n.addAction("setlang",f) self.peng.i18n.addAction("setlang",self.redraw) # for dynamic size self.redraw() # Redraws the button every 2 seconds to prevent glitched graphics pyglet.clock.schedule_interval(lambda dt:self.redraw(),2)
[docs] def on_redraw(self): super(Button,self).on_redraw() self.redraw_label()
[docs] def redraw_label(self): """ Re-draws the label by calculating its position. Currently, the label will always be centered on the Button. """ # Convenience variables sx,sy = self.size x,y = self.pos # Label position self._label.x = x+sx/2. self._label.y = y+sy/2. self._label._update() # Needed to prevent the label from drifting to the top-left after resizing by odd amounts
@property def label(self): """ Property for accessing the label of this Button. """ return self._label.text @label.setter def label(self,label): # TODO: make this work with changing languages if previous label was not dynamic self._label.text = str(label) self.redraw() # necessary for size/pos that depends on label size def getContentSize(self): l = [self._label.content_width,self._label.content_height] b = self.bg.border # TODO: make this work with borderless backgrounds return [l[0]+b[0]*2,l[1]+b[1]*2]
[docs] def delete(self): self._label.delete() del self._label super(Button,self).delete()
delete.__noautodoc__ = True
class _FakeTexture(object): def __init__(self,target,texid,texcoords): self.target = target self.id = texid self.tex_coords = texcoords self.anchor_x = 0 self.anchor_y = 0
[docs]class ImageBackground(Background): """ Background for the :py:class:`ImageButton` Widget. This background renders a image given based on whether the widget is pressed, hovered over or disabled. It should also be possible to use this class as a background for most other Widgets. """ vlist_layer = 0 change_on_press = True def __init__(self,widget,bg_idle=None,bg_hover=None,bg_disabled=None,bg_pressed=None): self.widget = widget bg = self.widget.peng.resourceMgr.normTex(bg_idle, "gui") self.bg_texinfo = bg if bg_hover is None: self.bg_hover=bg else: bg_hover = self.widget.peng.resourceMgr.normTex(bg_hover, "gui") assert bg_hover[1] == self.bg_texinfo[1] # see init_bg() self.bg_hover=bg_hover if bg_disabled is None: self.bg_disabled=bg else: bg_disabled = self.widget.peng.resourceMgr.normTex(bg_disabled, "gui") assert bg_disabled[1] == self.bg_texinfo[1] # see init_bg() self.bg_disabled=bg_disabled if bg_pressed is None: self.bg_pressed=bg else: bg_pressed = self.widget.peng.resourceMgr.normTex(bg_pressed, "gui") assert bg_pressed[1] == self.bg_texinfo[1] # see init_bg() self.bg_pressed=bg_pressed super(ImageBackground,self).__init__(widget)
[docs] def init_bg(self): # TODO: add seperate groups per active texture, in case the different images are on different textures self.bg_group = pyglet.graphics.TextureGroup(_FakeTexture(*self.bg_texinfo), parent=pyglet.graphics.OrderedGroup(self.vlist_layer)) self.vlist_bg = self.submenu.batch2d.add(4,GL_QUADS,self.bg_group, "v2f", ("t3f",self.bg_texinfo[2]), ) self.reg_vlist(self.vlist_bg)
[docs] def redraw_bg(self): # Convenience variables sx,sy = self.widget.size x,y = self.widget.pos # Button background # Outer vertices # x y v1 = x, y+sy v2 = x+sx, y+sy v3 = x, y v4 = x+sx, y q = v3+v4+v2+v1 self.vlist_bg.vertices = q # Textures if not self.widget.enabled: self.vlist_bg.tex_coords = self.bg_disabled[2] elif self.pressed: self.vlist_bg.tex_coords = self.bg_pressed[2] elif self.widget.is_hovering: self.vlist_bg.tex_coords = self.bg_hover[2] else: self.vlist_bg.tex_coords = self.bg_texinfo[2]
@property def pressed(self): """ Read-only helper property to be used by borderstyles for determining if the widget should be rendered as pressed or not. Note that this property may not represent the actual pressed state, it will always be False if ``change_on_press`` is disabled. """ return self.change_on_press and (self.widget.pressed or getattr(self.widget, "focussed", False))
[docs]class ImageButton(Button): """ Subclass of :py:class:`Button` using an image as a background instead. By default, this Widget uses :py:class:`ImageBackground` as its Background class. There are no changes to any other mechanics of the Button, only visually. """ def __init__(self,name,submenu,window,peng, pos=None, size=None,bg=None, label="Button", font_size=None, font=None, font_color=None, bg_idle=None, bg_hover=None, bg_disabled=None, bg_pressed=None, label_layer=1, ): font = font if font is not None else submenu.font font_size = font_size if font_size is not None else submenu.font_size font_color = font_color if font_color is not None else submenu.font_color if bg is None: self.peng = peng bg = ImageBackground(self,bg_idle,bg_hover,bg_disabled,bg_pressed) super(ImageButton,self).__init__(name,submenu,window,peng,pos,size,bg,label=label, font_size=font_size, font_color=font_color, font=font, label_layer=label_layer)
[docs]class FramedImageBackground(ImageBackground): """ Background for the :py:class:`FramedImageButton` Widget. This background is similar to :py:class:`ImageBackground`\\ , but it attempts to scale smarter with less artifacts. """ def __init__(self,widget, bg_idle=None, bg_hover=None, bg_disabled=None, bg_pressed=None, frame=[[2,10,2],[2,10,2]], scale=(0, 0), repeat_edge=False, repeat_center=False, tex_size=None, ): super(FramedImageBackground, self).__init__(widget, bg_idle, bg_hover, bg_disabled, bg_pressed) if tex_size is None: if (not (isinstance(bg_idle, list) or isinstance(bg_idle, tuple))) and len(bg_idle) != 2: raise TypeError("Invalid type or length of bg_idle for auto-tex_size, please specify tex_size") self.tsx, self.tsy = self.widget.peng.resourceMgr.getTexSize(bg_idle[0], bg_idle[1]) # Texture Size in pixels else: self.tsx, self.tsy = tex_size self.frame_x = list( map(lambda x: x * (self.tsx / sum(frame[0])), frame[0])) # Frame Size in the texture, in pixels self.frame_y = list(map(lambda y: y * (self.tsy / sum(frame[1])), frame[1])) self._scale = scale self.repeat_edge = repeat_edge self.repeat_center = repeat_center for i in frame: if (self.repeat_edge or self.repeat_center) and i[1] == 0: raise ValueError("Cannot repeat edges or center with the middle frame being 0") @property def scale(self): if self._scale == (None, None): raise ValueError(f"Scale cannot be {self._scale}") scale = self._scale if scale[0] == 0: # 0 makes the resulting frames similar to the texture frames but scaled up to the widget size scale = self.widget.size[0] / sum(self.frame_x), scale[1] if scale[1] == 0: scale = scale[0], self.widget.size[1] / sum(self.frame_y) if scale[0] == None: # None makes the scale similar to the second scale scale = scale[1], scale[1] if scale[1] == None: scale = scale[0], scale[0] return scale
[docs] def init_bg(self): if (self.frame_x[0] + self.frame_x[2]) * self.scale[0] > self.widget.size[0] or \ (self.frame_y[0] + self.frame_y[2]) * self.scale[1] > self.widget.size[1]: raise ValueError(f"Scale {self.scale} is too large for this widget") self.bg_group = pyglet.graphics.TextureGroup(_FakeTexture(*self.bg_texinfo), parent=pyglet.graphics.OrderedGroup(self.vlist_layer)) self.vlist_corners = self.submenu.batch2d.add(16, GL_QUADS, self.bg_group, "v2f", "t3f") self.vlist_edges = self.submenu.batch2d.add(16, GL_QUADS, self.bg_group, "v2f", "t3f") self.vlist_center = self.submenu.batch2d.add(4, GL_QUADS, self.bg_group, "v2f", "t3f") self.reg_vlist(self.vlist_corners) self.reg_vlist(self.vlist_edges) self.reg_vlist(self.vlist_center)
[docs] def redraw_bg(self): # Convenience Variables sx, sy = self.widget.size x, y = self.widget.pos # Frame length in the result, in pixels flx, fcx, frx = map(lambda x: self.scale[0] * x, self.frame_x) sfcx = sx - (flx + frx) # Stretched center frame length fdy, fcy, fuy = map(lambda y: self.scale[1] * y, self.frame_y) sfcy = sy - (fdy + fuy) amx, amy, rx, ry = 0, 0, 0, 0 if self.repeat_center or self.repeat_edge: amx, amy = int(sfcx / fcx), int(sfcy / fcy) # Amount of complete textures in an edge rx, ry = sfcx % fcx, sfcy % fcy # Length of the rest tile in pixels # Vertices # 11-10---15-14 # | | | | # 8---9---12-13 # | | | | # 3---2---7---6 # | | | | # 0---1---4---5 # Corners # x y v0 = x, y v1 = x + flx, y v2 = x + flx, y + fdy v3 = x, y + fdy v4 = x + sx - frx, y v5 = x + sx, y v6 = x + sx, y + fdy v7 = x + sx - frx, y + fdy v8 = x, y + sy - fuy v9 = x + flx, y + sy - fuy v10 = x + flx, y + sy v11 = x, y + sy v12 = x + sx - frx, y + sy - fuy v13 = x + sx, y + sy - fuy v14 = x + sx, y + sy v15 = x + sx - frx, y + sy self.vlist_corners.vertices = v0 + v1 + v2 + v3 + v4 + v5 + v6 + v7 + v8 + v9 + v10 + v11 + v12 + v13 + v14 + v15 if self.repeat_edge: self.vlist_edges.resize(8 * (amx + amy + 2)) vd, vu, vl, vr = [], [], [], [] for i in range(amx): vd += x + flx + i * fcx, y vd += x + flx + (i + 1) * fcx, y vd += x + flx + (i + 1) * fcx, y + fdy vd += x + flx + i * fcx, y + fdy vu += x + flx + i * fcx, y + sy - fuy vu += x + flx + (i + 1) * fcx, y + sy - fuy vu += x + flx + (i + 1) * fcx, y + sy vu += x + flx + i * fcx, y + sy vd += x + sx - frx - rx, y vd += x + sx - frx, y vd += x + sx - frx, y + fdy vd += x + sx - frx - rx, y + fdy vu += x + sx - frx - rx, y + sy - fuy vu += x + sx - frx, y + sy - fuy vu += x + sx - frx, y + sy vu += x + sx - frx - rx, y + sy for j in range(amy): vl += x, y + fdy + j * fcy vl += x + flx, y + fdy + j * fcy vl += x + flx, y + fdy + (j + 1) * fcy vl += x, y + fdy + (j + 1) * fcy vr += x + sx - frx, y + fdy + j * fcy vr += x + sx, y + fdy + j * fcy vr += x + sx, y + fdy + (j + 1) * fcy vr += x + sx - frx, y + fdy + (j + 1) * fcy vl += x, y + sy - fuy - ry vl += x + flx, y + sy - fuy - ry vl += x + flx, y + sy - fuy vl += x, y + sy - fuy vr += x + sx - frx, y + sy - fuy - ry vr += x + sx, y + sy - fuy - ry vr += x + sx, y + sy - fuy vr += x + sx - frx, y + sy - fuy self.vlist_edges.vertices = vd + vl + vr + vu else: self.vlist_edges.vertices = v1 + v4 + v7 + v2 + v3 + v2 + v9 + v8 + v7 + v6 + v13 + v12 + v9 + v12 + v15 + v10 if self.repeat_center: self.vlist_center.resize(4 * (amx + 1) * (amy + 1)) v = [] # Completed tiles for j in range(amy): for i in range(amx): v += x + flx + i * fcx, y + fdy + j * fcy v += x + flx + (i + 1) * fcx, y + fdy + j * fcy v += x + flx + (i + 1) * fcx, y + fdy + (j + 1) * fcy v += x + flx + i * fcx, y + fdy + (j + 1) * fcy # X-shortened tiles for j in range(amy): v += x + sx - frx - rx, y + fdy + j * fcy v += x + sx - frx, y + fdy + j * fcy v += x + sx - frx, y + fdy + (j + 1) * fcy v += x + sx - frx - rx, y + fdy + (j + 1) * fcy # Y-shortened tiles for i in range(amx): v += x + flx + i * fcx, y + sy - fuy - ry v += x + flx + (i + 1) * fcx, y + sy - fuy - ry v += x + flx + (i + 1) * fcx, y + sy - fuy v += x + flx + i * fcx, y + sy - fuy # X-Y-shortened tile v += x + sx - frx - rx, y + sy - fuy - ry v += x + sx - frx, y + sy - fuy - ry v += x + sx - frx, y + sy - fuy v += x + sx - frx - rx, y + sy - fuy self.vlist_center.vertices = v else: self.vlist_center.vertices = v2 + v7 + v12 + v9 if not self.widget.enabled: self.vlist_corners.tex_coords, self.vlist_edges.tex_coords, self.vlist_center.tex_coords = self.transform_texture( self.bg_disabled, amx, amy, rx, ry ) elif self.pressed: self.vlist_corners.tex_coords, self.vlist_edges.tex_coords, self.vlist_center.tex_coords = self.transform_texture( self.bg_pressed, amx, amy, rx, ry ) elif self.widget.is_hovering: self.vlist_corners.tex_coords, self.vlist_edges.tex_coords, self.vlist_center.tex_coords = self.transform_texture( self.bg_hover, amx, amy, rx, ry ) else: self.vlist_corners.tex_coords, self.vlist_edges.tex_coords, self.vlist_center.tex_coords = self.transform_texture( self.bg_texinfo, amx, amy, rx, ry )
def transform_texture(self, texture, amx, amy, rx, ry): t = texture[2] sx, sy = self.widget.size tx, ty = t[3] - t[0], t[10] - t[1] # Texture Size on texture level # Frame length on texture level flx, fcx, frx = map(lambda x: x * tx / self.tsx, self.frame_x) fdy, fcy, fuy = map(lambda y: y * ty / self.tsy, self.frame_y) if self.repeat_center or self.repeat_edge: rx = (rx * tx) / (self.tsx * self.scale[0]) ry *= ty / self.tsy / self.scale[1] t0 = t[0], t[1], t[2] t1 = t[0] + flx, t[1], t[2] t2 = t[0] + flx, t[1] + fdy, t[2] t3 = t[0], t[1] + fdy, t[2] t4 = t[3] - frx, t[4], t[5] t5 = t[3], t[4], t[5] t6 = t[3], t[4] + fdy, t[5] t7 = t[3] - frx, t[4] + fdy, t[5] t8 = t[9], t[10] - fuy, t[11] t9 = t[9] + flx, t[10] - fuy, t[11] t10 = t[9] + flx, t[10], t[11] t11 = t[9], t[10], t[11] t12 = t[6] - frx, t[7] - fuy, t[8] t13 = t[6], t[7] - fuy, t[8] t14 = t[6], t[7], t[8] t15 = t[6] - frx, t[7], t[8] corner_tex = t0 + t1 + t2 + t3 + t4 + t5 + t6 + t7 + t8 + t9 + t10 + t11 + t12 + t13 + t14 + t15 if self.repeat_edge: td, tl, tr, tu = [], [], [], [] td += (t1 + t4 + t7 + t2) * amx tu += (t9 + t12 + t15 + t10) * amx td += t1 td += t[0] + flx + rx, t[1], t[2] td += t[0] + flx + rx, t[1] + fdy, t[2] td += t2 tu += t9 tu += t[9] + flx + rx, t[10] - fuy, t[11] tu += t[9] + flx + rx, t[10], t[11] tu += t10 tl += (t3 + t2 + t9 + t8) * amy tr += (t7 + t6 + t13 + t12) * amy tl += t3 + t2 tl += t[0] + flx, t[1] + fdy + ry, t[2] tl += t[0], t[1] + fdy + ry, t[2] tr += t7 + t6 tr += t[3], t[4] + fdy + ry, t[5] tr += t[3] - frx, t[4] + fdy + ry, t[5] edge_tex = td + tl + tr + tu else: edge_tex = t1 + t4 + t7 + t2 + t3 + t2 + t9 + t8 + t7 + t6 + t13 + t12 + t9 + t12 + t15 + t10 if self.repeat_center: tc = [] tc += (t2 + t7 + t12 + t9) * amx * amy for i in range(amy): tc += t2 tc += t[0] + flx + rx, t[1] + fdy, t[2] tc += t[9] + flx + rx, t[10] - fuy, t[11] tc += t9 for i in range(amx): tc += t2 + t7 tc += t[3] - frx, t[4] + fdy + ry, t[5] tc += t[0] + flx, t[1] + fdy + ry, t[2] tc += t2 tc += t[0] + flx + rx, t[1] + fdy, t[2] tc += t[0] + flx + rx, t[1] + fdy + ry, t[8] tc += t[0] + flx, t[1] + fdy + ry, t[2] center_tex = tc else: center_tex = t2 + t7 + t12 + t9 return corner_tex, edge_tex, center_tex
[docs]class FramedImageButton(ImageButton): """ Subclass of :py:class:`ImageButton` adding smart scaling to the background. By default, this Widget uses :py:class:`FramedImageBackground` as its Background class. ``frame`` defines the ratio between the borders and the center. The sum of each item must be greater than zero, else a ZeroDivisionError may be thrown. Note that up to two items of each frame may be left as ``0``\ . This will cause the appropriate border or center to not be rendered at all. ``tex_size`` may be left empty if a resource name is passed. It will then be automatically determined. .. todo:: Document ``scale`` """ def __init__(self,name,submenu,window,peng, pos=None, size=None,bg=None, label="Button", font_size=None, font=None, font_color=None, bg_idle=None, bg_hover=None, bg_disabled=None, bg_pressed=None, frame=[[2,10,2],[2,10,2]], scale=(1, 1), repeat_edge=False, repeat_center=False, tex_size=None, label_layer=1, ): font = font if font is not None else submenu.font font_size = font_size if font_size is not None else submenu.font_size font_color = font_color if font_color is not None else submenu.font_color if bg is None: self.peng = peng bg = FramedImageBackground(self,bg_idle,bg_hover,bg_disabled,bg_pressed,frame, scale, repeat_edge, repeat_center, tex_size) super(FramedImageButton,self).__init__(name,submenu,window,peng,pos=pos,size=size,bg=bg,label=label, font_size=font_size, font_color=font_color, font=font, label_layer=label_layer)
[docs]class ToggleButton(Button): """ Variant of :py:class:`Button` that stays pressed until clicked again. This widgets adds the following actions: - ``press_down`` is called upon depressing the button - ``press_up`` is called upon releasing the button - ``click`` is changed to be called on every click on the button, e.g. like ``press_down`` and ``press_up`` combined """ def on_mouse_press(self,x,y,button,modifiers): if not self.clickable: return elif mouse_aabb([x,y],self.size,self.pos): if button == pyglet.window.mouse.LEFT: self.doAction("click") self.pressed = not self.pressed if self.pressed: self.doAction("press_down") else: self.doAction("press_up") elif button == pyglet.window.mouse.RIGHT: self.doAction("context") self.redraw() def on_mouse_release(self,x,y,button,modifiers): pass
[docs]class CheckboxBackground(ButtonBackground): """ Background for the :py:class:`Checkbox` Widget. This background looks like a button, but adds a square in the middle if it is pressed. The color of the square defaults to a tone of orange commonly found in GTK GUIs on Ubuntu. """ vlist_layer = 1 def __init__(self,widget,borderstyle,checkcolor=[240,119,70],**kwargs): self.checkcolor = checkcolor super(CheckboxBackground,self).__init__(widget,[3,3],borderstyle,**kwargs)
[docs] def init_bg(self): super(CheckboxBackground,self).init_bg() self.vlist_check = self.submenu.batch2d.add(4,GL_QUADS,pyglet.graphics.OrderedGroup(10), "v2f", "c3B", ) self.reg_vlist(self.vlist_check)
[docs] def redraw_bg(self): # Convenience variables sx,sy = self.widget.size x,y = self.widget.pos bx,by = self.border # Button background # Outer vertices # x y v1 = x, y+sy v2 = x+sx, y+sy v3 = x, y v4 = x+sx, y # Inner vertices # x y v5 = x+bx, y+sy-by v6 = x+sx-bx, y+sy-by v7 = x+bx, y+by v8 = x+sx-bx, y+by # 5 Quads, for edges and the center qb1 = v5+v6+v2+v1 qb2 = v8+v4+v2+v6 qb3 = v3+v4+v8+v7 qb4 = v3+v7+v5+v1 qc = v7+v8+v6+v5 v = qb1+qb2+qb3+qb4+qc self.vlist.vertices = v bg = self.submenu.bg[:3] if isinstance(self.submenu.bg,list) or isinstance(self.submenu.bg,tuple) else [242,241,240] o,i = bg, [min(bg[0]+8,255),min(bg[1]+8,255),min(bg[2]+8,255)] s,h = [max(bg[0]-40,0),max(bg[1]-40,0),max(bg[2]-40,0)], [min(bg[0]+12,255),min(bg[1]+12,255),min(bg[2]+12,255)] # Outer,Inner,Shadow,Highlight if self.borderstyle == "flat": if self.widget.pressed: i = s cb1 = i+i+i+i cb2 = i+i+i+i cb3 = i+i+i+i cb4 = i+i+i+i cc = i+i+i+i elif self.borderstyle == "gradient": if self.widget.pressed: i = s elif self.widget.is_hovering: i = [min(i[0]+6,255),min(i[1]+6,255),min(i[2]+6,255)] cb1 = i+i+o+o cb2 = i+o+o+i cb3 = o+o+i+i cb4 = o+i+i+o cc = i+i+i+i elif self.borderstyle == "oldshadow": if self.widget.pressed: i = s s,h = h,s elif self.widget.is_hovering: i = [min(i[0]+6,255),min(i[1]+6,255),min(i[2]+6,255)] s = [min(s[0]+6,255),min(s[1]+6,255),min(s[2]+6,255)] cb1 = h+h+h+h cb2 = s+s+s+s cb3 = s+s+s+s cb4 = h+h+h+h cc = i+i+i+i elif self.borderstyle == "material": if self.widget.pressed: i = [max(bg[0]-20,0),max(bg[1]-20,0),max(bg[2]-20,0)] elif self.widget.is_hovering: i = [max(bg[0]-10,0),max(bg[1]-10,0),max(bg[2]-10,0)] cb1 = s+s+o+o cb2 = s+o+o+s cb3 = o+o+s+s cb4 = o+s+s+o cc = i+i+i+i else: raise ValueError("Invalid Border style") c = cb1+cb2+cb3+cb4+cc self.vlist.colors = c # Cross # Old method that displayed a tick """if not self.widget.pressed: self.vlist_cross.colors = 6*bg else: if self.borderstyle=="flat": c = [min(bg[0]+8,255),min(bg[1]+8,255),min(bg[2]+8,255)] elif self.borderstyle=="gradient": c = h elif self.borderstyle=="oldshadow": c = h elif self.borderstyle=="material": c = s self.vlist_cross.colors = 6*c # Convenience variables sx,sy = self.widget.size x,y = self.widget.pos bx,by = self.border v1 = x+bx, y+(sy-by*2)/2+by v2 = x+sx/2, y+(sy-by*2)/4+by v3 = v6 v4 = x+sx, y+sy v5 = x+sx/2, y+by v6 = x+bx, y+(sy-by*2)/4+by self.vlist_cross.vertices = v2+v1+v6+v5+v4+v3""" # TODO: add better visual indicator v1 = x+bx*1.5, y+sy-by*1.5 v2 = x+sx-bx*1.5, y+sy-by*1.5 v3 = x+bx*1.5, y+by*1.5 v4 = x+sx-bx*1.5, y+by*1.5 self.vlist_check.colors = self.checkcolor*4 if self.widget.pressed else i*4 self.vlist_check.vertices = v3+v4+v2+v1
[docs]class Checkbox(ToggleButton): """ Variant of :py:class:`ToggleButton` using a different visual indicator. By default, this Widget uses :py:class:`CheckboxBackground` as its Background class. Note that the position and size given are for the indicator, the label will be bigger than the given size. The label given will be displayed to the right of the Checkbox. """ def __init__(self,name,submenu,window,peng, pos=None, size=None,bg=None, borderstyle=None, label="Checkbox", checkcolor=[240,119,70], font_size=None, font=None, font_color=None, label_layer=1, ): font = font if font is not None else submenu.font font_size = font_size if font_size is not None else submenu.font_size font_color = font_color if font_color is not None else submenu.font_color borderstyle = borderstyle if borderstyle is not None else submenu.borderstyle if bg is None: bg = CheckboxBackground(self,borderstyle,checkcolor) super(Checkbox,self).__init__(name,submenu,window,peng,pos,size,bg,borderstyle=borderstyle,label=label, font_size=font_size, font_color=font_color, font=font, label_layer=label_layer)
[docs] def redraw_label(self): """ Re-calculates the position of the Label. """ # Convenience variables sx,sy = self.size x,y = self.pos # Label position self._label.anchor_x = "left" self._label.x = x+sx/2.+sx self._label.y = y+sy/2.+sy*.15 self._label._update() # Needed to prevent the label from drifting to the top-left after resizing by odd amounts