Source code for arcade.sections

from typing import TYPE_CHECKING, Optional, List, Iterable, Union, Set

from arcade import Camera, get_window

if TYPE_CHECKING:
    from arcade import View


[docs]class Section: """ A Section represents a rectangular portion of the viewport Events are dispatched to the section based on it's position on the screen. """ def __init__(self, left: int, bottom: int, width: int, height: int, *, name: Optional[str] = None, accept_keyboard_events: Union[bool, Iterable] = True, prevent_dispatch: Optional[Iterable] = None, prevent_dispatch_view: Optional[Iterable] = None, local_mouse_coordinates: bool = False, enabled: bool = True, modal: bool = False): # name of the section self.name: Optional[str] = name # parent view: set by the SectionManager # protected, you should not change section.view manually self._view: Optional["View"] = None # section options self._enabled: bool = enabled # enables or disables this section # prevent the following sections from receiving input events and # updating self._modal: bool = modal # if True update and on_update will not trigger in this section self.block_updates: bool = False # holds the True or False to allow or noy key events or a set of # arcade keys to accept. self.accept_keyboard_events: Union[bool, Iterable] = accept_keyboard_events # prevents events to propagate self.prevent_dispatch: Iterable = prevent_dispatch or {True} # prevents events to propagate to the view self.prevent_dispatch_view: Iterable = prevent_dispatch_view or {True} # mouse coordinates relative to section self.local_mouse_coordinates: bool = local_mouse_coordinates # section position into the current viewport # if screen is resized it's upto the user to move or resize each section self._left: int = left self._bottom: int = bottom self._width: int = width self._height: int = height self._right: int = left + width self._top: int = bottom + height # optional section camera self.camera: Optional[Camera] = None @property def view(self): """ The view this section is set on """ return self._view @property def section_manager(self) -> Optional["SectionManager"]: """ Returns the section manager """ return self._view.section_manager if self._view else None @property def enabled(self) -> bool: """ enables or disables this section """ return self._enabled @enabled.setter def enabled(self, value: bool): if value is self._enabled: return self._enabled = value if value: self.on_show_section() else: self.on_hide_section() @property def modal(self) -> bool: """ Returns the modal state (Prevent the following sections from receiving input events and updating) """ return self._modal @property def left(self) -> int: """ Left edge of this section """ return self._left @left.setter def left(self, value: int): self._left = value self._right = value + self._width @property def bottom(self) -> int: """ The bottom edge of this section """ return self._bottom @bottom.setter def bottom(self, value: int): self._bottom = value self._top = value + self._height @property def width(self) -> int: """ The width of this section """ return self._width @width.setter def width(self, value: int): self._width = value self._right = value + self._left @property def height(self) -> int: """ The height of this section """ return self._height @height.setter def height(self, value: int): self._height = value self._top = value + self._bottom @property def right(self) -> int: """ Right edge of this section """ return self._right @right.setter def right(self, value: int): self._right = value self._left = value - self._width @property def top(self) -> int: """ Top edge of this section """ return self._top @top.setter def top(self, value: int): self._top = value self._bottom = value - self._height @property def ec_left(self) -> int: # Section event capture dimension. # This attribute defines Left event capture area return 0 if self._modal else self._left @property def ec_right(self) -> int: # Section event capture dimension. # This attribute defines Right event capture area return self.window.width if self._modal else self._right @property def ec_bottom(self) -> int: # Section event capture dimension. # This attribute defines Bottom event capture area return 0 if self._modal else self._bottom @property def ec_top(self) -> int: # Section event capture dimension. # This attribute defines Top event capture area return self.window.height if self._modal else self._top @property def window(self): """ The view window """ if getattr(self, '_view', None) is None or self._view is None: return get_window() else: return self._view.window
[docs] def overlaps_with(self, section) -> bool: """ Checks if this section overlaps with another section """ return not (self.right < section.left or self.left > section.right or self.top < section.bottom or self.bottom > section.top)
[docs] def mouse_is_on_top(self, x: float, y: float) -> bool: """ Check if the current mouse position is on top of this section """ test_x = self.ec_left <= x <= self.ec_right test_y = self.ec_bottom <= y <= self.ec_top return test_x and test_y
[docs] def get_xy_screen_relative(self, section_x: float, section_y: float): """ Returns screen coordinates from section coordinates """ return self.left + section_x, self.bottom + section_y
[docs] def get_xy_section_relative(self, screen_x: float, screen_y: float): """ returns section coordinates from screen coordinates """ return screen_x - self.left, screen_y - self.bottom
# Following methods are just the usual view methods # + on_mouse_enter / on_mouse_leave / on_show_section / on_hide_section def on_draw(self): pass def on_update(self, delta_time: float): pass def update(self, delta_time: float): pass def on_resize(self, width: int, height: int): pass def on_mouse_press(self, x: float, y: float, button: int, modifiers: int): pass def on_mouse_release(self, x: float, y: float, button: int, modifiers: int): pass def on_mouse_motion(self, x: float, y: float, dx: float, dy: float): pass def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int): pass def on_mouse_drag(self, x: float, y: float, dx: float, dy: float, _buttons: int, _modifiers: int): pass def on_mouse_enter(self, x: float, y: float): pass def on_mouse_leave(self, x: float, y: float): pass def on_key_press(self, symbol: int, modifiers: int): pass def on_key_release(self, _symbol: int, _modifiers: int): pass def on_show_section(self): pass def on_hide_section(self): pass
[docs]class SectionManager: """ This manages the different Sections a View has. Actions such as dispatching the events to the correct Section, draw order, etc. """ def __init__(self, view): self.view = view # the view this section manager belongs to # store sections in update/event order and in draw order # a list of the current sections for this in update/event order self._sections: List[Section] = [] # the list of current sections in draw order self._sections_draw: List[Section] = [] # generic camera to reset after a custom camera is use # this camera is set to the whole viewport self.camera: Camera = Camera(self.view.window.width, self.view.window.height) # Holds the section the mouse is currently on top self.mouse_over_section: Optional[Section] = None # Events that the section manager should handle (instead of the View) # if sections are present in a View self.managed_events: Set = { 'on_mouse_motion', 'on_mouse_drag', 'on_mouse_press', 'on_mouse_release', 'on_mouse_scroll', 'on_mouse_enter', 'on_mouse_leave', 'on_key_press', 'on_key_release', 'on_draw', 'on_update', 'update', 'on_resize'} @property def sections(self) -> List[Section]: return self._sections @property def has_sections(self) -> bool: """ Returns true if sections are available """ return bool(self.sections)
[docs] def disable(self) -> None: """ Disable all sections """ for section in self.sections: section.enabled = False
[docs] def enable(self) -> None: """ Enables all section """ for section in self.sections: section.enabled = True
[docs] def get_section_by_name(self, name: str) -> Optional[Section]: """ Returns the first section with the given name """ sections = [section for section in self.sections if section.name == name] if sections: return sections[0] return None
[docs] def add_section(self, section: "Section", at_index: Optional[int] = None) -> None: """ Adds a section to this Section Manager :param section: the section to add to this section manager :param at_index: inserts the section at that index. If None at the end """ if not isinstance(section, Section): raise ValueError('You can only add Section instances') section._view = self.view # modify view param from section if at_index is None: self._sections.append(section) else: self._sections.insert(at_index, section) # keep sections order updated in the lists of sections to draw # modals go first self._sections.sort(key=lambda s: 0 if s.modal else 1) # modals go last self._sections_draw = sorted(self._sections, key=lambda s: 1 if s.modal else 0)
[docs] def remove_section(self, section: "Section") -> None: """ Removes a section from this section manager """ section._view = None self._sections.remove(section) # keep sections order updated in the lists of sections # modals go first self._sections.sort(key=lambda s: 0 if s.modal else 1) # modals go last self._sections_draw = sorted(self._sections, key=lambda s: 1 if s.modal else 0)
[docs] def clear_sections(self): """ Removes all sections """ for section in self.sections: section._view = None self._sections = [] self._sections_draw = []
[docs] def on_update(self, delta_time: float): """ Called on each event loop. First dispatch the view event, then the section ones. """ modal_present = False self.view.on_update(delta_time) for section in self.sections: if section.enabled and not section.block_updates \ and not modal_present: section.on_update(delta_time) if section.modal: modal_present = True
[docs] def update(self, delta_time: float): """ Called on each event loop. First dispatch the view event, then the section ones. """ modal_present = False self.view.update(delta_time) for section in self.sections: if section.enabled and not section.block_updates \ and not modal_present: section.update(delta_time) if section.modal: modal_present = True
[docs] def on_draw(self): """ Called on each event loop. First dispatch the view event, then the section ones. It automatically calls camera.use() for each section that has a camera and resets the camera effects by calling the default SectionManager camera afterwards if needed. """ self.view.on_draw() for section in self._sections_draw: # iterate over sections_draw if not section.enabled: continue if section.camera: # use the camera of the current section before section.on_draw section.camera.use() section.on_draw() if section.camera: # reset to the default camera after the section is drawn self.camera.use()
[docs] def on_resize(self, width: int, height: int): """ Called when the window is resized. First dispatch the view event, then the section ones. """ self.camera.resize(width, height) # resize the default camera self.view.on_resize(width, height) # call resize on the view for section in self.sections: if section.enabled: section.on_resize(width, height)
[docs] def disable_all_keyboard_events(self) -> None: """ Removes the keyboard events handling from all sections """ for section in self.sections: section.accept_keyboard_events = False
[docs] def get_section(self, x: float, y: float) -> Optional[Section]: """ Returns the first section based on x,y position """ for section in self.sections: if section.enabled and section.mouse_is_on_top(x, y): return section return None
[docs] def dispatch_mouse_event(self, event: str, x: float, y: float, *args, **kwargs) -> Optional[bool]: """ Generic method to dispatch mouse events to the correct Section """ # check if the affected section has been already computed prevent_dispatch = False section = kwargs.get('current_section') if section: # remove the section from the kwargs, # so it arrives clean to the event handler del kwargs['current_section'] else: # get the section from mouse position section = self.get_section(x, y) if section: # get the method to call from the section method = getattr(section, event, None) if method: if section.local_mouse_coordinates: position = section.get_xy_section_relative(x, y) else: position = x, y # call the section method prevent_dispatch = method(*position, *args, **kwargs) # prevent dispatch if modal prevent_dispatch = True if section.modal else prevent_dispatch if prevent_dispatch is True or any( test in section.prevent_dispatch for test in [True, event]): # prevent_dispatch attributte from section only affects if # the method is implemented in the same section prevent_dispatch = True if section and any(test in section.prevent_dispatch_view for test in [True, event]): # if the section prevents dispatching events to the view return return prevent_dispatch # call the method from the view. view_prevent_dispatch = False method = getattr(self.view, event, None) # get the method from the view if method: # call the view method view_prevent_dispatch = method(x, y, *args, **kwargs) return view_prevent_dispatch or prevent_dispatch
[docs] def dispatch_keyboard_event(self, event, *args, **kwargs) -> Optional[bool]: """ Generic method to dispatch keyboard events to the correct sections """ propagate_to_view = True prevent_dispatch = False for section in self.sections: if prevent_dispatch: break if not section.enabled: continue keys_allowed = section.accept_keyboard_events if keys_allowed is False: continue if keys_allowed is True or args[0] in keys_allowed \ or args in keys_allowed: if any(test in section.prevent_dispatch_view for test in [True, event]): propagate_to_view = False # get the method to call from the section method = getattr(section, event, None) if method: # call the section method prevent_dispatch = method(*args, **kwargs) if prevent_dispatch is True or any( test in section.prevent_dispatch for test in [True, event]): # prevent_dispatch attributte from section only affect # if the method is implemented in the same section prevent_dispatch = True if section.modal: # if this section is modal, then avoid passing any event # to more sections return prevent_dispatch if propagate_to_view is False: return prevent_dispatch method = getattr(self.view, event, None) # get the method from the view if method: # call the view method return method(*args, **kwargs) or prevent_dispatch return False
def on_mouse_press(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: return self.dispatch_mouse_event('on_mouse_press', x, y, *args, **kwargs) def on_mouse_release(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: return self.dispatch_mouse_event('on_mouse_release', x, y, *args, **kwargs)
[docs] def on_mouse_motion(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: """ This method dispatches the on_mouse_motion and also calculates if on_mouse_enter/leave should be fired """ before_section = self.mouse_over_section current_section = self.get_section(x, y) if before_section is not current_section: self.mouse_over_section = current_section if before_section: # dispatch on_mouse_leave to before_section # (result from this call is ignored) self.dispatch_mouse_event('on_mouse_leave', x, y, current_section=before_section) if current_section: # dispatch on_mouse_enter to current_section # (result from this call is ignored) self.dispatch_mouse_event('on_mouse_enter', x, y, current_section=current_section) if current_section is not None: kwargs['current_section'] = current_section return self.dispatch_mouse_event('on_mouse_motion', x, y, *args, **kwargs)
def on_mouse_scroll(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: return self.dispatch_mouse_event('on_mouse_scroll', x, y, *args, **kwargs) def on_mouse_drag(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: return self.dispatch_mouse_event('on_mouse_drag', x, y, *args, **kwargs) def on_mouse_enter(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: current_section = self.get_section(x, y) # set the section the mouse is over self.mouse_over_section = current_section # pass the correct section to the dispatch event, # so it is not computed again kwargs['current_section'] = current_section return self.dispatch_mouse_event('on_mouse_enter', x, y, *args, **kwargs) def on_mouse_leave(self, x: float, y: float, *args, **kwargs) -> Optional[bool]: if self.mouse_over_section: # clear the section the mouse is over as it's out of the screen kwargs['current_section'], self.mouse_over_section =\ self.mouse_over_section, None return self.dispatch_mouse_event('on_mouse_leave', x, y, *args, **kwargs) return False def on_key_press(self, *args, **kwargs) -> Optional[bool]: return self.dispatch_keyboard_event('on_key_press', *args, **kwargs) def on_key_release(self, *args, **kwargs) -> Optional[bool]: return self.dispatch_keyboard_event('on_key_release', *args, **kwargs) def on_show_view(self): for section in self.sections: if section.enabled: section.on_show_section() def on_hide_view(self): for section in self.sections: if section.enabled: section.on_hide_section()