Source code for arcade.gui.widgets

from abc import abstractmethod, ABC
from random import randint
from typing import NamedTuple, Iterable, Optional, List, Union, TYPE_CHECKING

import pyglet
from pyglet.event import EventDispatcher, EVENT_HANDLED, EVENT_UNHANDLED
from pyglet.text.caret import Caret
from pyglet.text.document import AbstractDocument

import arcade
from arcade import Texture, Sprite
from arcade.gui.events import UIEvent, UIMouseMovementEvent, UIMousePressEvent, UIMouseReleaseEvent, \
    UITextEvent, \
    UIMouseDragEvent, \
    UIMouseScrollEvent, UITextMotionEvent, UITextMotionSelectEvent, UIMouseEvent, UIOnClickEvent, UIOnUpdateEvent
from arcade.gui.surface import Surface

if TYPE_CHECKING:
    from arcade.gui.ui_manager import UIManager


class _Rect(NamedTuple):
    x: float
    y: float
    width: float
    height: float

    def move(self, dx: float = 0, dy: float = 0):
        """Returns new Rect which is moved by dx and dy"""
        return _Rect(self.x + dx, self.y + dy, self.width, self.height)

    def collide_with_point(self, x, y):
        left, bottom, width, height = self
        return left < x < left + width and bottom < y < bottom + height

    def scale(self, scale: float) -> "_Rect":
        """Returns a new rect with scale applied"""
        return _Rect(
            int(self.x * scale),
            int(self.y * scale),
            int(self.width * scale),
            int(self.height * scale),
        )

    @property
    def left(self):
        return self.x

    @property
    def right(self):
        return self.x + self.width

    @property
    def bottom(self):
        return self.y

    @property
    def top(self):
        return self.y + self.height

    @property
    def center_x(self):
        return self.x + self.width / 2

    @property
    def center_y(self):
        return self.y + self.height / 2

    def align_top(self, value: float) -> "_Rect":
        """Returns new Rect, which is aligned to the top"""
        diff_y = value - self.top
        return self.move(dy=diff_y)

    def align_bottom(self, value: float) -> "_Rect":
        """Returns new Rect, which is aligned to the bottom"""
        diff_y = value - self.bottom
        return self.move(dy=diff_y)

    def align_left(self, value: float) -> "_Rect":
        """Returns new Rect, which is aligned to the left"""
        diff_x = value - self.left
        return self.move(dx=diff_x)

    def align_right(self, value: float) -> "_Rect":
        """Returns new Rect, which is aligned to the right"""
        diff_x = value - self.right
        return self.move(dx=diff_x)

    def align_center(self, center_x, center_y):
        """Returns new Rect, which is aligned to the center x and y"""
        diff_x = center_x - self.center_x
        diff_y = center_y - self.center_y
        return self.move(dx=diff_x, dy=diff_y)

    def align_center_x(self, value: float) -> "_Rect":
        """Returns new Rect, which is aligned to the center_x"""
        diff_x = value - self.center_x
        return self.move(dx=diff_x)

    def align_center_y(self, value: float) -> "_Rect":
        """Returns new Rect, which is aligned to the center_y"""
        diff_y = value - self.center_y
        return self.move(dy=diff_y)


[docs]class UIWidget(EventDispatcher, ABC): """ The :class:`UIWidget` class is the base class required for creating widgets. We also have some default values and behaviors that you should be aware of: * A :class:`UIWidget` is not a :class:`~arcade.gui.UILayout`: it will not change the position or the size of its children. If you want control over positioning or sizing, use a :class:`~arcade.gui.UILayout`. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, x: float = 0, y: float = 0, width: float = 100, height: float = 100, children: Iterable["UIWidget"] = tuple(), # Properties which might be used by layouts size_hint=None, # in percentage size_hint_min=None, # in pixel size_hint_max=None, # in pixel style=None, **kwargs ): self.style = style or {} self.children: List[UIWidget] = [] self._rendered = False self._rect = _Rect(x, y, width, height) self.parent: Optional[UIWidgetParent] = None # Size hints are properties that can be used by layouts self.size_hint = size_hint self.size_hint_min = size_hint_min self.size_hint_max = size_hint_max self.register_event_type("on_event") self.register_event_type("on_update") for child in children: self.add(child)
[docs] def trigger_render(self): """ This will delay a render right before the next frame is rendered, so that :meth:`UIWidget.do_render` is not called multiple times. """ self._rendered = False
[docs] def add(self, child: "UIWidget", *, index=None): """ Add a widget to this :class:`UIWidget` as a child. Added widgets will receive ui events and be rendered. By default the latest added widget will receive ui events first and will be rendered on top of others. :param widget: widget to add :param index: position a widget is added, None has the highest priority """ child.parent = self if index is None: self.children.append(child) else: self.children.insert(max(len(self.children), index), child) self.trigger_full_render()
def remove(self, child: "UIWidget"): child.parent = None self.children.remove(child) self.trigger_full_render() def clear(self): for child in self.children: child.parent = None self.children.clear() self.trigger_full_render() def __contains__(self, item): return item in self.children
[docs] def on_update(self, dt): """Custom logic which will be triggered.""" pass
[docs] def on_event(self, event: UIEvent) -> Optional[bool]: """Passes :class:`UIEvent` s through the widget tree.""" if isinstance(event, UIOnUpdateEvent): self.dispatch_event("on_update", event.dt) # pass event to children for child in self.children: if child.dispatch_event("on_event", event): return EVENT_HANDLED return EVENT_UNHANDLED
def _walk_parents(self) -> Iterable[Union["UIWidget", "UIManager"]]: parent = self.parent while isinstance(parent, UIWidget): yield parent parent = parent.parent if parent: yield parent # type: ignore
[docs] def trigger_full_render(self): """In case a widget uses transperant areas or was moved, it might be important to request a full rendering of parents""" self.trigger_render() for parent in self._walk_parents(): parent.trigger_render()
def _do_layout(self): """Helper function to trigger :meth:`UIWidget.do_layout` through the widget tree, should only be used by UIManager! """ for child in self.children: rect = child.rect child._do_layout() if rect != child.rect: # Rerender in case the child rect has changed # TODO use Arcade Property instead self.trigger_full_render() def _do_render(self, surface: Surface, force=False): """Helper function to trigger :meth:`UIWidget.do_render` through the widget tree, should only be used by UIManager! """ should_render = force or not self._rendered if should_render: self.do_render(surface) self._rendered = True for child in self.children: child._do_render(surface, should_render)
[docs] def prepare_render(self, surface): """ Helper for rendering, the drawing area will be adjusted to the own position and size. Draw calls have to be relative to 0,0. This will also prevent any overdraw outside of the widgets area :param surface: Surface used for rendering """ surface.limit(*self.rect)
[docs] def do_render(self, surface: Surface): """Render the widgets graphical representation, use :meth:`UIWidget.prepare_render` to limit the drawing area to the widgets rect and draw relative to 0,0.""" pass
[docs] def dispatch_ui_event(self, event: UIEvent): """Dispatch a :class:`UIEvent` using pyglet event dispatch mechanism """ self.dispatch_event("on_event", event)
[docs] def with_border(self, width=2, color=(0, 0, 0)): """ Wraps this Widget with a border :param width: border width :param color: border color :return: Wrapping Border with self as child """ return UIBorder(self, border_width=width, border_color=color)
[docs] def with_space_around(self, top: float = 0, right: float = 0, bottom: float = 0, left: float = 0, bg_color: Optional[arcade.Color] = None): """ Wraps this Widget with a border :param top: Top Padding :param right: Right Padding :param bottom: Bottom Padding :param left: Left Padding :param bg_color: Background color :return: Wrapping Padding with self as child """ return UIPadding(self, padding=(top, right, bottom, left), bg_color=bg_color)
def with_background(self, texture: Texture, top=0, right=0, bottom=0, left=0): return UITexturePane(self, tex=texture, padding=(top, right, bottom, left)) @property def rect(self) -> _Rect: return self._rect @rect.setter def rect(self, value): self._rect = value self.trigger_full_render() def scale(self, factor): self.rect = self.rect.scale(factor) @property def x(self): return self.rect.x @property def left(self): return self.rect.x @property def right(self): rect = self.rect return rect.x + rect.width @property def y(self): return self.rect.y @property def bottom(self): return self.rect.y @property def top(self): rect = self.rect return rect.y + rect.height @property def width(self): return self.rect.width @property def height(self): return self.rect.height @property def center_x(self): return self.rect.center_x @property def center_y(self): return self.rect.center_y
[docs] def center_on_screen(self): """ Places this widget in the center of the current window. """ center_x = arcade.get_window().width // 2 center_y = arcade.get_window().height // 2 self.rect = self.rect.align_center(center_x, center_y)
[docs]class UIWidgetParent(ABC): @property @abstractmethod def rect(self) -> _Rect: pass
[docs] def trigger_render(self): """Widget might request parent to rerender due to transparent part of the widget""" pass
@abstractmethod def remove(self, child: UIWidget): pass
[docs]class UIInteractiveWidget(UIWidget): """ Base class for widgets which use mouse interaction (hover, pressed, clicked) :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel:param x: center x of widget :param style: not used """ # States _hovered = False _pressed = False def __init__(self, x=0, y=0, width=100, height=100, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max, style=style ) self.register_event_type("on_click") @property def pressed(self): return self._pressed @pressed.setter def pressed(self, value): if self._pressed != value: self._pressed = value self.trigger_full_render() @property def hovered(self): return self._hovered @hovered.setter def hovered(self, value): if value != self._hovered: self._hovered = value self.trigger_full_render() def on_event(self, event: UIEvent) -> Optional[bool]: if isinstance(event, UIMouseMovementEvent): self.hovered = self.rect.collide_with_point(event.x, event.y) if isinstance(event, UIMousePressEvent) and self.rect.collide_with_point( event.x, event.y ): self.pressed = True return EVENT_HANDLED if self.pressed and isinstance(event, UIMouseReleaseEvent): self.pressed = False if self.rect.collide_with_point(event.x, event.y): # Dispatch new on_click event, source is this widget itself self.dispatch_event("on_event", UIOnClickEvent(self, event.x, event.y)) # type: ignore return EVENT_HANDLED if isinstance(event, UIOnClickEvent) and self.rect.collide_with_point(event.x, event.y): self.dispatch_event("on_click", event) if super().on_event(event): return EVENT_HANDLED return EVENT_UNHANDLED def on_click(self, event: UIOnClickEvent): pass
[docs]class UIDummy(UIInteractiveWidget): """ Solid color widget, used for testing. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param color: fill color for the widget :param width: width of widget :param height: height of widget :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, x=0, y=0, width=100, height=100, color=arcade.color.BLACK, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self.color = color self.frame = randint(0, 255) def do_render(self, surface: Surface): self.prepare_render(surface) self.frame += 1 frame = self.frame % 256 surface.clear((self.color[0], self.color[1], self.color[2], frame)) if self.hovered: arcade.draw_xywh_rectangle_outline(0, 0, self.width, self.height, color=arcade.color.BATTLESHIP_GREY, border_width=3)
[docs]class UISpriteWidget(UIWidget): """ Create a UI element with a sprite that controls what is displayed. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param sprite: Sprite to embed in gui :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, *, x=0, y=0, width=100, height=100, sprite: Sprite = None, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self._sprite = sprite def on_update(self, dt): self._sprite.update() self._sprite.update_animation(dt) self.trigger_render() def do_render(self, surface: Surface): self.prepare_render(surface) surface.clear(color=(0, 0, 0, 0)) surface.draw_sprite(0, 0, self.width, self.height, self._sprite)
[docs]class UITextureButton(UIInteractiveWidget): """ A button with an image for the face of the button. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param float width: width of widget. Defaults to texture width if not specified. :param float height: height of widget. Defaults to texture height if not specified. :param Texture texture: texture to display for the widget. :param Texture texture_hovered: different texture to display if mouse is hovering over button. :param Texture texture_pressed: different texture to display if mouse button is pressed while hovering over button. :param str text: text to add to the button. :param style: style information for the button. :param float scale: scale the button, based on the base texture size. :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel """ def __init__(self, x: float = 0, y: float = 0, width: float = None, height: float = None, texture: Texture = None, texture_hovered: Texture = None, texture_pressed: Texture = None, text: str = "", scale: float = None, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): if width is None and texture is not None: width = texture.width if height is None and texture is not None: height = texture.height if scale is not None and texture is not None: height = texture.height * scale width = texture.width * scale super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self._tex = texture self._tex_hovered = texture_hovered self._tex_pressed = texture_pressed self._style = style or {} self._text = text @property def text(self): return self._text @text.setter def text(self, value): self._text = value self.trigger_render() @property def texture(self): return self._tex @texture.setter def texture(self, value: Texture): self._tex = value self.trigger_render() @property def texture_hovered(self): return self._tex_hovered @texture_hovered.setter def texture_hovered(self, value: Texture): self._tex_hovered = value self.trigger_render() @property def texture_pressed(self): return self._tex @texture_pressed.setter def texture_pressed(self, value: Texture): self._tex_pressed = value self.trigger_render() def do_render(self, surface: Surface): self.prepare_render(surface) tex = self._tex if self.pressed and self._tex_pressed: tex = self._tex_pressed elif self.hovered and self._tex_hovered: tex = self._tex_hovered if tex: surface.draw_texture(0, 0, self.width, self.height, tex) if self.text: text_margin = 2 font_size = self._style.get("font_size", 15) font_color = self._style.get("font_color", arcade.color.WHITE) border_width = self._style.get("border_width", 2) # border_color = self._style.get("border_color", None) # bg_color = self._style.get("bg_color", (21, 19, 21)) start_x = self.width // 2 start_y = self.height // 2 + 4 if self.pressed: start_y -= 2 arcade.draw_text( text=self.text, start_x=start_x, start_y=start_y, font_size=font_size, color=font_color, align="center", anchor_x='center', anchor_y='center', width=self.width - 2 * border_width - 2 * text_margin )
[docs]class UILabel(UIWidget): """ A simple text label. Also supports multiline text. In case you want to scroll text use a :class:`UITextArea` By default a :class:`UILabel` will fit its initial content, if the text changed use :meth:`UILabel.fit_content` to adjust the size. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param float width: width of widget. Defaults to text width if not specified. :param float height: height of widget. Defaults to text height if not specified. :param str text: text of the label. :param font_name: a list of fonts to use. Program will start at the beginning of the list and keep trying to load fonts until success. :param float font_size: size of font. :param arcade.Color text_color: Color of font. :param bool bold: Bold font style. :param bool italic: Italic font style. :param bool stretch: Stretch font style. :param str anchor_x: Anchor point of the X coordinate: one of ``"left"``, ``"center"`` or ``"right"``. :param str anchor_y: Anchor point of the Y coordinate: one of ``"bottom"``, ``"baseline"``, ``"center"`` or ``"top"``. :param str align: Horizontal alignment of text on a line, only applies if a width is supplied. One of ``"left"``, ``"center"`` or ``"right"``. :param float dpi: Resolution of the fonts in this layout. Defaults to 96. :param bool multiline: if multiline is true, a \\n will start a new line. A UITextWidget with multiline of true is the same thing as UITextArea. :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: Not used. """ def __init__(self, x: float = 0, y: float = 0, width: Optional[float] = None, height: Optional[float] = None, text: str = "", font_name=('Arial',), font_size: float = 12, text_color: arcade.Color = (255, 255, 255, 255), bold=False, italic=False, stretch=False, anchor_x='left', anchor_y='bottom', align='left', dpi=None, multiline: bool = False, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): # Use Pyglet's Label for text rendering self.label = pyglet.text.Label(text=text, font_name=font_name, font_size=font_size, color=arcade.get_four_byte_color(text_color), width=None, height=None, bold=bold, italic=italic, stretch=stretch, anchor_x=anchor_x, anchor_y=anchor_y, align=align, dpi=dpi, multiline=multiline, ) if not height: height = self.label.content_height if not width: width = self.label.content_width super().__init__(x, y, width, height, # type: ignore size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self.label.width = width self.label.height = height
[docs] def fit_content(self): """ Sets the width and height of this UIWidget to contain the whole text. """ self.rect = self.x, self.y, self.label.content_width, self.label.content_height
@property def text(self): return self.label.text @text.setter def text(self, value): self.label.text = value self.trigger_full_render() @property def rect(self) -> _Rect: return self._rect @rect.setter def rect(self, value): self._rect = _Rect(*value) self.trigger_full_render() # Update Pyglet layout label = self.label label.begin_update() label.x, label.y, label.width, label.height = 0, 0, self.width, self.height label.end_update() def do_render(self, surface: Surface): self.prepare_render(surface) with surface.ctx.pyglet_rendering(): self.label.draw()
[docs]class UITextArea(UIWidget): """ A text area for scrollable text. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param text: Text to show :param font_name: string or tuple of font names, to load :param font_size: size of the text :param text_color: color of the text :param multiline: support for multiline :param scroll_speed: speed of scrolling :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, x: float = 0, y: float = 0, width: float = 400, height: float = 40, text: str = "", font_name=('Arial',), font_size: float = 12, text_color: arcade.Color = (255, 255, 255, 255), multiline: bool = True, scroll_speed: float = None, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) # Set how fast the mouse scroll wheel will scroll text in the pane. # Measured in pixels per 'click' self.scroll_speed = scroll_speed if scroll_speed is not None else font_size self.doc: AbstractDocument = pyglet.text.decode_text(text) self.doc.set_style(0, 12, dict( font_name=font_name, font_size=font_size, color=arcade.get_four_byte_color(text_color) )) self.layout = pyglet.text.layout.ScrollableTextLayout(self.doc, width=self.width, height=self.height, multiline=multiline, )
[docs] def fit_content(self): """ Sets the width and height of this UIWidget to contain the whole text. """ self.rect = self.x, self.y, self.layout.content_width, self.layout.content_height
@property def text(self): return self.doc.text @text.setter def text(self, value): self.doc.text = value self.trigger_full_render() @property def rect(self) -> _Rect: return self._rect @rect.setter def rect(self, value): self._rect = _Rect(*value) self.trigger_full_render() # Update Pyglet layout my_layout = self.layout my_layout.begin_update() my_layout.x, my_layout.y, my_layout.width, my_layout.height = 0, 0, self.width, self.height my_layout.end_update() def do_render(self, surface: Surface): self.prepare_render(surface) with surface.ctx.pyglet_rendering(): self.layout.draw() def on_event(self, event: UIEvent) -> Optional[bool]: if isinstance(event, UIMouseScrollEvent): if self.rect.collide_with_point(event.x, event.y): self.layout.view_y += event.scroll_y * self.scroll_speed self.trigger_full_render() if super().on_event(event): return EVENT_HANDLED return EVENT_UNHANDLED
class _Arcade_Caret(Caret): def _update(self, line=None, update_ideal_x=True): if line is None: line = self._layout.get_line_from_position(self._position) self._ideal_line = None else: self._ideal_line = line x, y = self._layout.get_point_from_position(self._position, line) if update_ideal_x: self._ideal_x = x # x -= self._layout.view_x # y -= self._layout.view_y # add 1px offset to make caret visible on line start x += self._layout.x + 1 y += self._layout.y + self._layout.height font = self._layout.document.get_font(max(0, self._position - 1)) self._list.position[:] = [x, y + font.descent, x, y + font.ascent] if self._mark is not None: self._layout.set_selection(min(self._position, self._mark), max(self._position, self._mark)) self._layout.ensure_line_visible(line) self._layout.ensure_x_visible(x)
[docs]class UIInputText(UIWidget): """ An input field the user can type text into. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param text: Text to show :param font_name: string or tuple of font names, to load :param font_size: size of the text :param text_color: color of the text :param multiline: support for multiline :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, x: float = 0, y: float = 0, width: float = 100, height: float = 50, text: str = "", font_name=('Arial',), font_size: float = 12, text_color: arcade.Color = (0, 0, 0, 255), multiline=False, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs ): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self._active = False self._text_color = text_color if len(text_color) == 4 else (*text_color, 255) self.doc: AbstractDocument = pyglet.text.decode_text(text) self.doc.set_style(0, len(text), dict(font_name=font_name, font_size=font_size, color=self._text_color)) self.layout = pyglet.text.layout.IncrementalTextLayout(self.doc, width, height, multiline=multiline) self.caret = _Arcade_Caret(self.layout, color=(0, 0, 0)) self._blink_state = self._get_caret_blink_state() def _get_caret_blink_state(self): return self.caret._visible and self._active and self.caret._blink_visible def on_update(self, dt): # Only trigger render if blinking state changed current_state = self._get_caret_blink_state() if self._blink_state != current_state: self._blink_state = current_state self.trigger_full_render() def on_event(self, event: UIEvent) -> Optional[bool]: # if not active, check to activate, return if not self._active and isinstance(event, UIMousePressEvent): if self.rect.collide_with_point(event.x, event.y): self._active = True self.trigger_full_render() self.caret.on_activate() self.caret.position = len(self.doc.text) return EVENT_UNHANDLED # if active check to deactivate if self._active and isinstance(event, UIMousePressEvent): if self.rect.collide_with_point(event.x, event.y): x, y = event.x - self.x, event.y - self.y self.caret.on_mouse_press(x, y, event.button, event.modifiers) else: self._active = False self.trigger_full_render() self.caret.on_deactivate() return EVENT_UNHANDLED # if active pass all non press events to caret if self._active: # Act on events if active if isinstance(event, UITextEvent): self.caret.on_text(event.text) self.trigger_full_render() elif isinstance(event, UITextMotionEvent): self.caret.on_text_motion(event.motion) self.trigger_full_render() elif isinstance(event, UITextMotionSelectEvent): self.caret.on_text_motion_select(event.selection) self.trigger_full_render() if isinstance(event, UIMouseEvent) and self.rect.collide_with_point(event.x, event.y): x, y = event.x - self.x, event.y - self.y if isinstance(event, UIMouseDragEvent): self.caret.on_mouse_drag(x, y, event.dx, event.dy, event.buttons, event.modifiers) self.trigger_full_render() elif isinstance(event, UIMouseScrollEvent): self.caret.on_mouse_scroll(x, y, event.scroll_x, event.scroll_y) self.trigger_full_render() if super().on_event(event): return EVENT_HANDLED return EVENT_UNHANDLED @property def rect(self) -> _Rect: return self._rect @rect.setter def rect(self, value): self._rect = _Rect(*value) self.trigger_full_render() # Update Pyglet layout my_layout = self.layout my_layout.begin_update() my_layout.x, my_layout.y, my_layout.width, my_layout.height = 0, 0, self.width, self.height my_layout.end_update() @property def text(self): return self.doc.text @text.setter def text(self, value): self.doc.text = value def do_render(self, surface: Surface): self.prepare_render(surface) with surface.ctx.pyglet_rendering(): self.layout.draw()
[docs]class UIFlatButton(UIInteractiveWidget): """ A text button, with support for background color and a border. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param float width: width of widget. Defaults to texture width if not specified. :param float height: height of widget. Defaults to texture height if not specified. :param str text: text to add to the button. :param style: Used to style the button """ def __init__(self, x: float = 0, y: float = 0, width: float = 100, height: float = 50, text="", size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self._text = text self._style = style or {} def do_render(self, surface: Surface): self.prepare_render(surface) # Render button font_name = self._style.get("font_name", ("calibri", "arial")) font_size = self._style.get("font_size", 15) font_color = self._style.get("font_color", arcade.color.WHITE) border_width = self._style.get("border_width", 2) border_color = self._style.get("border_color", None) bg_color = self._style.get("bg_color", (21, 19, 21)) if self.pressed: bg_color = self._style.get("bg_color_pressed", arcade.color.WHITE) border_color = self._style.get("border_color_pressed", arcade.color.WHITE) font_color = self._style.get("font_color_pressed", arcade.color.BLACK) elif self.hovered: border_color = self._style.get("border_color_pressed", arcade.color.WHITE) # render BG if bg_color: arcade.draw_xywh_rectangle_filled(0, 0, self.width, self.height, color=bg_color) # render border if border_color and border_width: arcade.draw_xywh_rectangle_outline( border_width, border_width, self.width - 2 * border_width, self.height - 2 * border_width, color=border_color, border_width=border_width) # render text if self.text: start_x = self.width // 2 start_y = self.height // 2 text_margin = 2 arcade.draw_text( text=self.text, start_x=start_x, start_y=start_y, font_name=font_name, font_size=font_size, color=font_color, align="center", anchor_x='center', anchor_y='center', width=self.width - 2 * border_width - 2 * text_margin ) @property def text(self): return self._text @text.setter def text(self, value): self._text = value self.trigger_render()
[docs]class UILayout(UIWidget, UIWidgetParent): """ Base class for widgets, which position themselves or their children. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param children: Child widgets of this group :param size_hint: A hint for :class:`UILayout`, if this :class:`UIWidget` would like to grow :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, x=0, y=0, width=100, height=100, children: Iterable[UIWidget] = tuple(), size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, children=children, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) def add(self, child: "UIWidget", **kwargs): super().add(child) self.do_layout() def remove(self, child: "UIWidget"): super().remove(child) self.do_layout() def clear(self): super().clear() self.do_layout()
[docs] def do_layout(self): """ Triggered by the UIManager before rendering, :class:`UILayout` s should place themselves and/or children. Do layout will be triggered on children afterwards. Use :meth:`UIWidget.trigger_render` to trigger a rendering before the next frame, this will happen automatically if the position or size of this widget changed. """
def _do_layout(self): # do layout, detect changed rect rect = self.rect self.do_layout() if rect != self.rect: self.trigger_render() # Continue do_layout within subtree super()._do_layout()
[docs]class UIWrapper(UILayout, UIWidgetParent): """ Wraps a :class:`arcade.gui.UIWidget` and reserves space around it, exactly one child supported. :param child: Single child of this wrapper :param padding: space around (top, right, bottom, left) :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, *, child: UIWidget, padding=(0, 0, 0, 0), size_hint=None, size_hint_min=None, size_hint_max=None, style=None, ): """ :param child: Child Widget which will be wrapped :param padding: Space between top, right, bottom, left """ self._pad = padding super().__init__(*child.rect, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max, children=[child]) @property def rect(self) -> _Rect: # Adjust Rect to consume _pad more then child x, y, w, h = self.child.rect pt, pr, pb, pl = self._pad return _Rect(x - pl, y - pb, w + pl + pr, h + pb + pt) @rect.setter def rect(self, value: _Rect): # Child Rect has to be _pad smaller x, y, w, h = value pt, pr, pb, pl = self._pad self.child.rect = _Rect(x + pl, y + pb, w - pl - pr, h - pb - pt) @property def child(self) -> UIWidget: return self.children[0] @child.setter def child(self, value: UIWidget): self.children[0] = value
[docs]class UIAnchorWidget(UIWrapper): """ Widget, which places itself relative to the parent. :param child: Child of this wrapper :param anchor_x: Which anchor to use for x axis (left, center, right) :param align_x: offset for x value (- = left, + = right) :param anchor_y: Which anchor to use for y axis (top, center, bottom) :param align_y: offset for y value (- = down, + = up) :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, *, child: UIWidget, anchor_x: str = "center", align_x: float = 0, anchor_y: str = "center", align_y: float = 0, size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs ): self.anchor_x = anchor_x self.anchor_y = anchor_y self.align_x = align_x self.align_y = align_y super().__init__(child=child, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) def do_layout(self): rect = self.rect parent_rect = self.parent.rect if self.parent else _Rect(0, 0, *arcade.get_window().get_size()) anchor_x = "center_x" if self.anchor_x == "center" else self.anchor_x own_anchor_x_value = getattr(rect, anchor_x) par_anchor_x_value = getattr(parent_rect, anchor_x) diff_x = par_anchor_x_value + self.align_x - own_anchor_x_value anchor_y = "center_y" if self.anchor_y == "center" else self.anchor_y own_anchor_y_value = getattr(rect, anchor_y) par_anchor_y_value = getattr(parent_rect, anchor_y) diff_y = par_anchor_y_value + self.align_y - own_anchor_y_value if diff_x or diff_y: self.rect = self.rect.move(diff_x, diff_y)
[docs]class UISpace(UIWidget): """ Widget reserving space, can also have a background color. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param width: width of widget :param height: height of widget :param color: Color for widget area :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, x=0, y=0, width=100, height=100, color=(0, 0, 0, 0), size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__(x, y, width, height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) self._color = color @property def color(self): return self._color @color.setter def color(self, value): self._color = value self.trigger_render() def do_render(self, surface: Surface): self.prepare_render(surface) surface.clear(self._color)
[docs]class UIBorder(UIWrapper): """ Wraps a Widget with a border of given color. :param child: Child of this wrapper :param border_width: Width of the border :param border_color: Color of the border :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, child: UIWidget, border_width=2, border_color=(0, 0, 0, 255), size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__( child=child, padding=(border_width, border_width, border_width, border_width), size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max ) self._border_color = border_color self._border_width = border_width def do_render(self, surface: Surface): self.prepare_render(surface) arcade.draw_xywh_rectangle_outline(0, 0, self.width, self.height, color=self._border_color, border_width=self._border_width)
[docs]class UITexturePane(UIWrapper): """ This wrapper draws a background before child widget is rendered :param child: Child of this wrapper :param tex: Texture to use as background :param padding: Space between the outer border of this widget and the child :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, child: UIWidget, tex: Texture, padding=(0, 0, 0, 0), size_hint=(1, 1), size_hint_min=None, size_hint_max=None, style=None, **kwargs): super().__init__( child=child, padding=padding, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max ) self._tex = tex def do_render(self, surface: Surface): self.prepare_render(surface) surface.draw_texture(0, 0, self.width, self.height, tex=self._tex)
[docs]class UIPadding(UIWrapper): """Wraps a Widget and applies padding. :param child: Child of this wrapper :param bg_color: background color :param padding: Space between the outer border of this widget and the child :param size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested :param size_hint_min: min width and height in pixel :param size_hint_max: max width and height in pixel :param style: not used """ def __init__(self, child: UIWidget, padding=(0, 0, 0, 0), bg_color=None, size_hint=(1, 1), size_hint_min=None, size_hint_max=None, **kwargs): """ :arg padding: Padding - top, right, bottom, left :param size_hint: A hint for :class:`UILayout`, if this :class:`UIWidget` would like to grow (default: (1, 1) -> full size of parent) """ super().__init__( child=child, padding=padding, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max ) self._bg_color = bg_color def do_render(self, surface: Surface): self.prepare_render(surface) if self._bg_color: # clear with bg color if set surface.clear(self._bg_color)
[docs]class UIBoxLayout(UILayout): """ Places widgets next to each other. Depending on the vertical attribute, the Widgets are placed top to bottom or left to right. :param float x: x coordinate of bottom left :param float y: y coordinate of bottom left :param vertical: Layout children vertical (True) or horizontal (False) :param align: Align children in orthogonal direction (x: left, center, right / y: top, center, bottom) :param children: Initial children, more can be added :param size_hint: A hint for :class:`UILayout`, if this :class:`UIWidget` would like to grow """ def __init__(self, x=0, y=0, vertical=True, align="center", children: Iterable[UIWidget] = tuple(), size_hint=None, size_hint_min=None, size_hint_max=None, style=None, **kwargs): self.align = align self.vertical = vertical super().__init__(x=x, y=y, width=0, height=0, children=children, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max) def do_layout(self): # TODO support self.align and self.spacing initial_top = self.top start_y = self.top start_x = self.left # min_height = sum(map(attrgetter("height"), self.children)) # min_width = sum(map(attrgetter("width"), self.children)) if not self.children: self.rect = _Rect(self.left, self.bottom, 0, 0) return if self.vertical: new_height = sum(child.height for child in self.children) new_width = max(child.width for child in self.children) center_x = start_x + new_width // 2 for child in self.children: new_rect = child.rect.align_top(start_y).align_center_x(center_x) if new_rect != child.rect: child.rect = new_rect start_y -= child.height else: new_height = max(child.height for child in self.children) new_width = sum(child.width for child in self.children) center_y = start_y - new_height // 2 for child in self.children: new_rect = child.rect.align_left(start_x).align_center_y(center_y) if new_rect != child.rect: child.rect = new_rect start_x += child.width self._rect = _Rect(self.left, self.bottom, new_width, new_height).align_top(initial_top)