Source code for arcade.gui.widgets

from __future__ import annotations

import builtins
from abc import ABC
from random import randint
from typing import (
    NamedTuple,
    Iterable,
    Optional,
    Union,
    TYPE_CHECKING,
    TypeVar,
    Tuple,
    List,
    Dict,
)

from pyglet.event import EventDispatcher, EVENT_HANDLED, EVENT_UNHANDLED
from typing_extensions import Self

import arcade
from arcade import Sprite, get_window, Texture
from arcade.color import TRANSPARENT_BLACK
from arcade.gui.events import (
    UIEvent,
    UIMouseMovementEvent,
    UIMousePressEvent,
    UIMouseReleaseEvent,
    UIOnClickEvent,
    UIOnUpdateEvent,
)
from arcade.gui.nine_patch import NinePatchTexture
from arcade.gui.property import Property, bind, ListProperty
from arcade.gui.surface import Surface
from arcade.types import RGBA255, Color

if TYPE_CHECKING:
    from arcade.gui.ui_manager import UIManager

__all__ = ["Surface", "UIDummy"]


[docs] class Rect(NamedTuple): """ Representing a rectangle for GUI module. Rect is idempotent. Bottom left corner is used as fix point (x, y) """ x: float y: float width: float height: float
[docs] 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)
[docs] def collide_with_point(self, x, y): left, bottom, width, height = self return left < x < left + width and bottom < y < bottom + height
[docs] 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), )
[docs] def resize(self, width=None, height=None): """ Returns a rect with changed width and height. Fix x and y coordinate. """ width = width if width is not None else self.width height = height if height is not None else self.height return Rect(self.x, self.y, width, height)
@property def size(self): return self.width, self.height @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 @property def center(self): return self.center_x, self.center_y @property def position(self): """Bottom left coordinates""" return self.left, self.bottom
[docs] 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)
[docs] 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)
[docs] 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)
[docs] 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)
[docs] 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)
[docs] 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)
[docs] 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] def min_size(self, width=None, height=None): """ Sets the size to at least the given min values. """ return Rect( self.x, self.y, max(width or 0.0, self.width), max(height or 0.0, self.height), )
[docs] def max_size(self, width: Optional[float] = None, height: Optional[float] = None): """ Limits the size to the given max values. """ w, h = self.size if width: w = min(width, self.width) if height: h = min(height, self.height) return Rect(self.x, self.y, w, h)
[docs] def union(self, rect: "Rect"): """ Returns a new Rect that is the union of this rect and another. The union is the smallest rectangle that contains theses two rectangles. """ x = min(self.x, rect.x) y = min(self.y, rect.y) right = max(self.right, rect.right) top = max(self.top, rect.top) return Rect(x=x, y=y, width=right - x, height=top - y)
W = TypeVar("W", bound="UIWidget") class _ChildEntry(NamedTuple): child: "UIWidget" data: Dict
[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 x: x coordinate of bottom left :param 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 """ rect: Rect = Property(Rect(0, 0, 1, 1)) # type: ignore visible: bool = Property(True) # type: ignore _children: List[_ChildEntry] = ListProperty() # type: ignore _border_width: int = Property(0) # type: ignore _border_color: Optional[RGBA255] = Property(arcade.color.BLACK) # type: ignore _bg_color: Optional[RGBA255] = Property(None) # type: ignore _bg_tex: Union[None, Texture, NinePatchTexture] = Property(None) # type: ignore _padding_top: int = Property(0) # type: ignore _padding_right: int = Property(0) # type: ignore _padding_bottom: int = Property(0) # type: ignore _padding_left: int = Property(0) # type: ignore # TODO add padding, bg, border to constructor 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 **kwargs, ): self._rendered = False self.rect = Rect(x, y, width, height) self.parent: Optional[Union[UIManager, UIWidget]] = 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) bind(self, "rect", self.trigger_full_render) bind( self, "visible", self.trigger_full_render ) # TODO maybe trigger_parent_render would be enough bind(self, "_children", self.trigger_render) bind(self, "_border_width", self.trigger_render) bind(self, "_border_color", self.trigger_render) bind(self, "_bg_color", self.trigger_render) bind(self, "_bg_tex", self.trigger_render) bind(self, "_padding_top", self.trigger_render) bind(self, "_padding_right", self.trigger_render) bind(self, "_padding_bottom", self.trigger_render) bind(self, "_padding_left", self.trigger_render)
[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: W, **kwargs) -> W: """ 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 child: widget to add :param index: position a widget is added, None has the highest priority :return: given child """ child.parent = self index = kwargs.pop("index") if "index" in kwargs else None if index is None: self._children.append(_ChildEntry(child, kwargs)) else: self._children.insert( max(len(self.children), index), _ChildEntry(child, kwargs) ) return child
[docs] def remove(self, child: "UIWidget"): """ Removes a child from the UIManager which was directly added to it. This will not remove widgets which are added to a child of UIManager. """ child.parent = None for c in self._children: if c.child == child: self._children.remove(c)
[docs] def clear(self): for child in self.children: child.parent = None self._children.clear()
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.""" # UpdateEvents are past to the first invisible widget if isinstance(event, UIOnUpdateEvent): self.dispatch_event("on_update", event.dt) if self.visible: # 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) -> None: """In case a widget uses transparent 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 changes in children will trigger_full_render child._do_layout() def _do_render(self, surface: Surface, force=False) -> bool: """Helper function to trigger :meth:`UIWidget.do_render` through the widget tree, should only be used by UIManager! :return: if this widget or a child was rendered """ rendered = False should_render = force or not self._rendered if should_render and self.visible: rendered = True self.do_render_base(surface) self.do_render(surface) self._rendered = True # only render children if self is visible if self.visible: for child in self.children: rendered |= child._do_render(surface, should_render) return rendered
[docs] def do_render_base(self, surface: Surface): """ Renders background, border and "padding" """ surface.limit(*self.rect) # draw background if self._bg_color: surface.clear(self._bg_color) # draw background texture if self._bg_tex: surface.draw_texture( x=0, y=0, width=self.width, height=self.height, tex=self._bg_tex ) # draw border if self._border_width and self._border_color: arcade.draw_xywh_rectangle_outline( 0, 0, self.width, self.height, color=self._border_color, border_width=self._border_width * 2, )
[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.content_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""" return self.dispatch_event("on_event", event)
[docs] def move(self, dx=0, dy=0): """ Move the widget by dx and dy. :param dx: x axis difference :param dy: y axis difference """ self.rect = self.rect.move(dx, dy)
[docs] def scale(self, factor): """ Scales the size of the widget (x,y,width, height) by factor. :param factor: scale 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 position(self): """Returns bottom left coordinates""" return self.left, self.bottom @property def center(self): return self.rect.center @center.setter def center(self, value: Tuple[int, int]): cx, cy = value self.rect = self.rect.align_center(cx, cy) @property def center_x(self): return self.rect.center_x @property def center_y(self): return self.rect.center_y @property def padding(self): return ( self._padding_top, self._padding_right, self._padding_bottom, self._padding_left, ) @padding.setter def padding(self, args: Union[int, Tuple[int, int], Tuple[int, int, int, int]]): if isinstance(args, int): # self.padding = 10 -> 10, 10, 10, 10 args = (args, args, args, args) elif len(args) == 2: # self.padding = 10, 20 -> 10, 20, 10, 20 args = args + args # type: ignore pt, pr, pb, pl = args # type: ignore # self.padding = 10, 20, 30, 40 self._padding_top = pt self._padding_right = pr self._padding_bottom = pb self._padding_left = pl @property def children(self) -> List["UIWidget"]: return [child for child, data in self._children] def __iter__(self): return iter(self.children)
[docs] def resize(self, *, width=None, height=None): self.rect = self.rect.resize(width=width, height=height)
[docs] def with_border(self, *, width=2, color=(0, 0, 0)) -> Self: """ Sets border properties :param width: border width :param color: border color :return: self """ self._border_width = width self._border_color = color return self
[docs] def with_padding( self, *, top: Union["builtins.ellipsis", int] = ..., right: Union["builtins.ellipsis", int] = ..., bottom: Union["builtins.ellipsis", int] = ..., left: Union["builtins.ellipsis", int] = ..., all: Union["builtins.ellipsis", int] = ..., ) -> "UIWidget": """ Changes the padding to the given values if set. Returns itself :return: self """ if all is not ...: self.padding = all if top is not ...: self._padding_top = top if right is not ...: self._padding_right = right if bottom is not ...: self._padding_bottom = bottom if left is not ...: self._padding_left = left return self
[docs] def with_background( self, *, color: Union["builtins.ellipsis", Color] = ..., texture: Union[None, Texture, NinePatchTexture] = ..., # type: ignore ) -> "UIWidget": """ Set widgets background. A color or texture can be used for background, if a texture is given, start and end point can be added to use the texture as ninepatch. :param color: A color used as background :param texture: A texture or ninepatch texture used as background :return: self """ if color is not ...: self._bg_color = color if texture is not ...: self._bg_tex = texture return self
@property def content_size(self): return self.content_width, self.content_height @property def content_width(self): return ( self.rect.width - 2 * self._border_width - self._padding_left - self._padding_right ) @property def content_height(self): return ( self.rect.height - 2 * self._border_width - self._padding_top - self._padding_bottom ) @property def content_rect(self): return Rect( self.left + self._border_width + self._padding_left, self.bottom + self._border_width + self._padding_bottom, self.content_width, self.content_height, ) @property def width(self): return self.rect.width @property def height(self): return self.rect.height @property def size(self): return self.width, self.height
[docs] def center_on_screen(self: W) -> W: """ 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) return self
[docs] class UIInteractiveWidget(UIWidget): """ Base class for widgets which use mouse interaction (hover, pressed, clicked) :param x: x coordinate of bottom left :param 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 = Property(False) pressed = Property(False) disabled = Property(False) def __init__( self, *, x: float = 0, y: float = 0, width: float, height: float, size_hint=None, size_hint_min=None, size_hint_max=None, **kwargs, ): super().__init__( x=x, y=y, width=width, height=height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max, **kwargs, ) self.register_event_type("on_click") bind(self, "pressed", self.trigger_render) bind(self, "hovered", self.trigger_render) bind(self, "disabled", self.trigger_render)
[docs] def on_event(self, event: UIEvent) -> Optional[bool]: if super().on_event(event): return EVENT_HANDLED 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): if not self.disabled: # Dispatch new on_click event, source is this widget itself self.dispatch_event( "on_click", UIOnClickEvent(self, event.x, event.y) ) # TODO unsure if it makes more sense to mark the event handled if the click event is handled. return EVENT_HANDLED return EVENT_UNHANDLED
[docs] def on_click(self, event: UIOnClickEvent): pass
[docs] class UIDummy(UIInteractiveWidget): """ Solid color widget used for testing & examples It should not be subclassed for real-world usage. When clicked, it does the following: * Outputs its `rect` attribute to the console * Changes its color to a random fully opaque color :param x: x coordinate of bottom left :param 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, size_hint=None, size_hint_min=None, size_hint_max=None, **kwargs, ): super().__init__( x=x, y=y, width=width, height=height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max, ) self.color: RGBA255 = (randint(0, 255), randint(0, 255), randint(0, 255), 255) self.border_color = arcade.color.BATTLESHIP_GREY self.bg_color = ( get_window().background_color ) # ensures a clean surface to draw on
[docs] def on_click(self, event: UIOnClickEvent): print("UIDummy.rect:", self.rect) self.color = Color.random(a=255)
[docs] def on_update(self, dt): self.border_width = 2 if self.hovered else 0 self.border_color = ( arcade.color.WHITE if self.pressed else arcade.color.BATTLESHIP_GREY )
[docs] def do_render(self, surface: Surface): self.prepare_render(surface) surface.clear(self.color)
# 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 x: x coordinate of bottom left :param 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: Optional[Sprite] = None, size_hint=None, size_hint_min=None, size_hint_max=None, **kwargs, ): super().__init__( x=x, y=y, width=width, height=height, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max, **kwargs, ) self._sprite = sprite
[docs] def on_update(self, dt): if self._sprite: self._sprite.update() self._sprite.update_animation(dt) self.trigger_render()
[docs] def do_render(self, surface: Surface): self.prepare_render(surface) surface.clear(color=TRANSPARENT_BLACK) surface.draw_sprite(0, 0, self.width, self.height, self._sprite)
[docs] class UILayout(UIWidget): """ Base class for widgets, which position themselves or their children. :param x: x coordinate of bottom left :param 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 """
[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): # rect change will trigger full render automatically self.do_layout() # Continue do_layout within subtree super()._do_layout()
[docs] class UISpace(UIWidget): """ Widget reserving space, can also have a background color. :param x: x coordinate of bottom left :param 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=TRANSPARENT_BLACK, size_hint=None, size_hint_min=None, size_hint_max=None, **kwargs, ): super().__init__( x=x, y=y, width=width, height=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()
[docs] def do_render(self, surface: Surface): self.prepare_render(surface) surface.clear(self._color)