from __future__ import annotations
from typing import TYPE_CHECKING, Optional, List, Iterable, Union, Set, Generator
import math
from pyglet.event import EVENT_HANDLED, EVENT_UNHANDLED
from arcade import SimpleCamera, get_window
if TYPE_CHECKING:
from arcade import View
__all__ = [
"Section",
"SectionManager"
]
[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.
:param left: the left position of this section
:param bottom: the bottom position of this section
:param width: the width of this section
:param height: the height of this section
:param name: the name of this section
:param Union[bool, Iterable] accept_keyboard_keys: whether or not this section captures keyboard keys through.
keyboard events. If the param is an iterable means the keyboard keys that are captured in press/release
events: for example: [arcade.key.UP, arcade.key.DOWN] will only capture this two keys
:param Union[bool, Iterable] accept_mouse_events: whether or not this section captures mouse events.
If the param is an iterable means the mouse events that are captured.
for example: ['on_mouse_press', 'on_mouse_release'] will only capture this two events.
:param prevent_dispatch: a list of event names that will not be dispatched to subsequent
sections. You can pass None (default) or {True} to prevent the dispatch of all events.
:param prevent_dispatch_view: a list of event names that will not be dispatched to the view.
You can pass None (default) or {True} to prevent the dispatch of all events to the view.
:param local_mouse_coordinates: if True the section mouse events will receive x, y coordinates section
related to the section dimensions and position (not related to the screen)
:param enabled: if False the section will not capture any events
:param modal: if True the section will be a modal section: will prevent updates and event captures on
other sections. Will also draw last (on top) but capture events first.
:param draw_order: The order this section will have when on_draw is called.
The lower the number the earlier this will get draw.
This can be different from the event capture order or the on_update order which is defined by the insertion
order.
"""
def __init__(self, left: int, bottom: int, width: int, height: int,
*, name: Optional[str] = None,
accept_keyboard_keys: Union[bool, Iterable] = True,
accept_mouse_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,
draw_order: int = 1):
# 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
# set draw_order: the lower the number the earlier this section will get draw
self._draw_order: int = draw_order
# if True 'update' and 'on_update' will not trigger in this section
self.block_updates: bool = False
# arcade keyboard keys to accept.
self.accept_keyboard_keys: Union[bool, Iterable] = accept_keyboard_keys
# arcade moouse events to accept.
self.accept_mouse_events: Union[bool, Iterable] = accept_mouse_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 (section will receive on_resize event)
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
# section event capture dimensions
# if section is modal, capture all events on the screen
self._ec_left: int = 0 if self._modal else self._left
self._ec_right: int = self.window.width if self._modal else self._right
self._ec_bottom: int = 0 if self._modal else self._bottom
self._ec_top: int = self.window.height if self._modal else self._top
# optional section camera
self.camera: Optional[SimpleCamera] = None
def __repr__(self):
name = f'Section {self.name}' if self.name else 'Section'
dimensions = (self.left, self.right, self.top, self.bottom)
return f'{name} at {dimensions} '
@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 draw_order(self) -> int:
"""
Returns the draw order state
The lower the number the earlier this section will get draw
"""
return self._draw_order
@draw_order.setter
def draw_order(self, value: int) -> None:
"""
Sets this section draw order
The lower the number the earlier this section will get draw
"""
self._draw_order = value
if self.section_manager is not None:
self.section_manager.sort_sections_draw_order()
@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
self._ec_left = 0 if self._modal else value
self._ec_right = self.window.width if self._modal else self._right
@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
self._ec_bottom = 0 if self._modal else value
self._ec_top = self.window.height if self._modal else self._top
@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
self._ec_right = self.window.width if self._modal else self._right
@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
self._ec_top = self.window.height if self._modal else self._top
@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
self._ec_right = self.window.width if self._modal else value
self._ec_left = 0 if self._modal else self._left
@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
self._ec_top = self.window.height if self._modal else value
self._ec_bottom = 0 if self._modal else self._bottom
@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: "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: int, y: int) -> bool:
""" Check if the current mouse position is on top of this section """
test_x = self._left <= x <= self._right
test_y = self._bottom <= y <= self._top
return test_x and test_y
[docs]
def should_receive_mouse_event(self, x: int, y: int) -> bool:
""" Check if the current section should receive a mouse event at a given position """
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: int, section_y: int):
""" Returns screen coordinates from section coordinates """
return self.left + section_x, self.bottom + section_y
[docs]
def get_xy_section_relative(self, screen_x: int, screen_y: int):
""" 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
[docs]
def on_draw(self):
pass
[docs]
def on_update(self, delta_time: float):
pass
[docs]
def on_resize(self, width: int, height: int):
pass
[docs]
def on_mouse_press(self, x: int, y: int, button: int, modifiers: int):
pass
[docs]
def on_mouse_release(self, x: int, y: int, button: int, modifiers: int):
pass
[docs]
def on_mouse_motion(self, x: int, y: int, dx: int, dy: int):
pass
[docs]
def on_mouse_drag(self, x: int, y: int, dx: int, dy: int,
_buttons: int, _modifiers: int):
self.on_mouse_motion(x, y, dx, dy)
[docs]
def on_mouse_enter(self, x: int, y: int):
pass
[docs]
def on_mouse_leave(self, x: int, y: int):
pass
[docs]
def on_key_press(self, symbol: int, modifiers: int):
pass
[docs]
def on_key_release(self, _symbol: int, _modifiers: int):
pass
[docs]
def on_show_section(self):
pass
[docs]
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: "View"):
self.view: "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: SimpleCamera = SimpleCamera(viewport=(0, 0,
self.view.window.width,
self.view.window.height))
# Holds the section the mouse is currently on top
self.mouse_over_sections: List[Section] = []
# True will call view.on_draw before sections on_draw, False after, None will not call view on_draw
self.view_draw_first: Optional[bool] = True
# True will call view.on_update before sections on_update, False after, None will not call view on_update
self.view_update_first: Optional[bool] = True
# True will call view.on_resize before sections on_resize, False after, None will not call view on_resize
self.view_resize_first: Optional[bool] = True
# 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', 'on_resize'}
@property
def sections(self) -> List[Section]:
""" Property that returns the list of sections """
return self._sections
@property
def has_sections(self) -> bool:
""" Returns true if this section manager has sections """
return bool(self._sections)
@property
def is_current_view(self) -> bool:
"""
Returns if this section manager view is the current on the view window
a.k.a.: is the view that is currently being shown
"""
return self.view.window.current_view is self.view
[docs]
def disable(self) -> None:
"""
Disable all sections
Disabling a section will trigger section.on_hide_section
"""
for section in self._sections:
section.enabled = False
[docs]
def enable(self) -> None:
"""
Enables all sections
Enabling a section will trigger section.on_show_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
:param name: the name of the section you want
:return: the first section with the provided name. None otherwise
"""
for section in self._sections:
if section.name == name:
return section
return None
[docs]
def add_section(self, section: "Section", at_index: Optional[int] = None,
at_draw_order: Optional[int] = None) -> None:
"""
Adds a section to this Section Manager
Will trigger section.on_show_section if section is enabled
:param section: the section to add to this section manager
:param at_index: inserts the section at that index for event capture and update events. If None at the end
:param at_draw_order: inserts the section in a specific draw order. Overwrites section.draw_order
"""
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
self.sort_section_event_order()
if at_draw_order is None:
self.sort_sections_draw_order()
else:
section.draw_order = at_draw_order # this will trigger self.sort_section_draw_order
# trigger on_show_section if the view is the current one and section is enabled:
if self.is_current_view and section.enabled:
section.on_show_section()
[docs]
def remove_section(self, section: Section) -> None:
"""
Removes a section from this section manager
:param section: the section to remove
"""
# trigger on_hide_section if the view is the current one and section is enabled
if self.is_current_view and section.enabled:
section.on_hide_section()
section._view = None
self._sections.remove(section)
# keep sections order updated in the lists of sections
self.sort_section_event_order()
self.sort_sections_draw_order()
[docs]
def sort_section_event_order(self) -> None:
""" This will sort sections on event capture order (and update) based on insertion order and section.modal """
# modals go first
self._sections.sort(key=lambda s: 0 if s.modal else 1)
[docs]
def sort_sections_draw_order(self) -> None:
""" This will sort sections on draw order based on section.draw_order and section.modal """
# modals go last
self._sections_draw = sorted(self._sections, key=lambda s: math.inf if s.modal else s.draw_order)
[docs]
def clear_sections(self) -> None:
""" Removes all sections and calls on_hide_section for each one if enabled """
for section in self._sections:
if section.enabled:
section.on_hide_section()
section._view = None
self._sections = []
self._sections_draw = []
[docs]
def on_update(self, delta_time: float) -> None:
"""
Called on each event loop.
:param delta_time: the delta time since this method was called last time
"""
modal_present = False
if self.view_update_first is True:
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
if self.view_update_first is False:
self.view.on_update(delta_time)
[docs]
def on_draw(self) -> None:
"""
Called on each event loop to draw
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.
The SectionManager camera defaults to a camera that has the viewport and projection for the whole screen
"""
if self.view_draw_first is True:
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()
if self.view_draw_first is False:
self.view.on_draw()
[docs]
def on_resize(self, width: int, height: int) -> None:
"""
Called when the window is resized.
:param width: the new width of the screen
:param height: the new height of the screen
"""
self.camera.resize(width, height) # resize the default camera
if self.view_resize_first is True:
self.view.on_resize(width, height) # call resize on the view
for section in self.sections:
if section.enabled:
section.on_resize(width, height)
if self.view_resize_first is False:
self.view.on_resize(width, height) # call resize on the view
[docs]
def disable_all_keyboard_events(self) -> None:
""" Removes the keyboard event handling from all sections """
for section in self.sections:
section.accept_keyboard_keys = False
[docs]
def get_first_section(self, x: int, y: int, *, event_capture: bool = True) -> Optional[Section]:
"""
Returns the first section based on x,y position
:param x: the x axis coordinate
:param y: the y axis coordinate
:param event_capture: True will use event capture dimensions, False will use section draw size
:return: a section if match the params otherwise None
"""
for section in self._sections:
if section.enabled:
if event_capture is True and section.should_receive_mouse_event(x, y):
return section
if event_capture is False and section.mouse_is_on_top(x, y):
return section
return None
[docs]
def get_sections(self, x: int, y: int, *, event_capture: bool = True) -> Generator[Section, None, None]:
"""
Returns a list of sections based on x,y position
:param x: the x axis coordinate
:param y: the y axis coordinate
:param event_capture: True will use event capture dimensions, False will use section draw size
:return: a generator with the sections that match the params
"""
for section in self._sections:
if section.enabled:
if event_capture is True and section.should_receive_mouse_event(x, y):
yield section
if event_capture is False and section.mouse_is_on_top(x, y):
yield section
[docs]
def dispatch_mouse_event(self, event: str, x: int, y: int, *args,
current_section: Optional[Section] = None, **kwargs) -> Optional[bool]:
"""
Generic method to dispatch mouse events to the correct Sections
:param event: the mouse event name to dispatch
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param current_section: the section this mouse event should be delivered to. If None, will retrive all
sections that should recieve this event based on x, y coordinates
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
sections: Union[list, Generator]
if current_section:
# affected section is already pre-computed
sections = [current_section]
else:
# get the sections from mouse position
sections = self.get_sections(x, y)
prevent_dispatch = EVENT_UNHANDLED
prevent_dispatch_view = EVENT_UNHANDLED
for section in sections:
if prevent_dispatch is EVENT_HANDLED:
break
mouse_events_allowed = section.accept_mouse_events
if mouse_events_allowed is False:
continue
if mouse_events_allowed is True or event in mouse_events_allowed: # event allowed
# 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)
# mark prevent dispatch as handled if section is modal
prevent_dispatch = EVENT_HANDLED if section.modal else prevent_dispatch
# check if section prevents dispatching this event any further in the section stack
if prevent_dispatch is EVENT_HANDLED 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 = EVENT_HANDLED
if any(test in section.prevent_dispatch_view for test in [True, event]):
# check if the section prevents dispatching events to the view
prevent_dispatch_view = EVENT_HANDLED
if prevent_dispatch_view is EVENT_UNHANDLED:
# call the method from the view.
method = getattr(self.view, event, None) # get the method from the view
if method:
# call the view method
prevent_dispatch_view = method(x, y, *args, **kwargs)
return prevent_dispatch_view or prevent_dispatch
[docs]
def dispatch_keyboard_event(self, event: str, *args, **kwargs) -> Optional[bool]:
"""
Generic method to dispatch keyboard events to the correct sections
:param event: the keyboard event name to dispatch
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
propagate_to_view = True
prevent_dispatch = EVENT_UNHANDLED
for section in self.sections:
if prevent_dispatch:
break
if not section.enabled:
continue
keys_allowed = section.accept_keyboard_keys
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 EVENT_HANDLED 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 = EVENT_HANDLED
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 EVENT_UNHANDLED
[docs]
def on_mouse_press(self, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
Triggers the on_mouse_press event on the appropiate sections or view
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
return self.dispatch_mouse_event('on_mouse_press', x, y, *args, **kwargs)
[docs]
def on_mouse_release(self, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
Triggers the on_mouse_release event on the appropiate sections or view
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
return self.dispatch_mouse_event('on_mouse_release', x, y, *args, **kwargs)
[docs]
def dispatch_mouse_enter_leave_events(self, event_origin: str, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
This helper method will dispatch mouse enter / leave events to sections
based on 'on_mouse_motion' and 'on_mouse_drag' events.
Will also dispatch the event (event_origin) that called this method
:param event_origin: the mouse event name that called this method. This event will be called here.
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
before_sections = self.mouse_over_sections
current_sections = list(self.get_sections(x, y)) # consume the generator
prevent_dispatch_origin = EVENT_UNHANDLED # prevent dispatch for the origin mouse event
prevent_dispatch_el = EVENT_UNHANDLED # prevent dispatch for enter/leave events
for section in before_sections:
if section not in current_sections:
if prevent_dispatch_el is EVENT_HANDLED:
break
# dispatch on_mouse_leave to before_section
prevent_dispatch_el = self.dispatch_mouse_event('on_mouse_leave', x, y, current_section=section)
prevent_dispatch_el = EVENT_UNHANDLED
for section in current_sections:
if section not in before_sections:
if prevent_dispatch_el is EVENT_UNHANDLED:
# dispatch on_mouse_enter to current_section
prevent_dispatch_el = self.dispatch_mouse_event('on_mouse_enter', x, y, current_section=section)
if prevent_dispatch_origin is EVENT_UNHANDLED:
prevent_dispatch_origin = self.dispatch_mouse_event(event_origin, x, y, *args, **kwargs)
# at the end catch the sections the mouse is moving over
self.mouse_over_sections = current_sections
return prevent_dispatch_origin # note: the result from mouse enter/leave events is ignored here
[docs]
def on_mouse_motion(self, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
This method dispatches the on_mouse_motion and also calculates if on_mouse_enter/leave should be fired
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
return self.dispatch_mouse_enter_leave_events('on_mouse_motion', x, y, *args, **kwargs)
[docs]
def on_mouse_drag(self, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
This method dispatches the on_mouse_drag and also calculates if on_mouse_enter/leave should be fired
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
return self.dispatch_mouse_enter_leave_events('on_mouse_drag', x, y, *args, **kwargs)
[docs]
def on_mouse_enter(self, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
Triggered when the mouse enters the window space
Will trigger on_mouse_enter on the appropiate sections or view
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
current_sections = list(self.get_sections(x, y)) # consume the generator
# set the sections the mouse is over
self.mouse_over_sections = current_sections
prevent_dispatch = EVENT_UNHANDLED
for section in current_sections:
if prevent_dispatch is EVENT_HANDLED:
break
prevent_dispatch = self.dispatch_mouse_event('on_mouse_enter', x, y, *args, **kwargs,
current_section=section)
return prevent_dispatch
[docs]
def on_mouse_leave(self, x: int, y: int, *args, **kwargs) -> Optional[bool]:
"""
Triggered when the mouse leaves the window space
Will trigger on_mouse_leave on the appropiate sections or view
:param x: the x axis coordinate
:param y: the y axis coordinate
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
prevent_dispatch = EVENT_UNHANDLED
for section in self.mouse_over_sections:
if prevent_dispatch is EVENT_HANDLED:
break
prevent_dispatch = self.dispatch_mouse_event('on_mouse_leave', x, y, *args, **kwargs,
current_section=section)
# clear the sections the mouse is over as it's out of the screen
self.mouse_over_sections = []
return prevent_dispatch
[docs]
def on_key_press(self, *args, **kwargs) -> Optional[bool]:
"""
Triggers the on_key_press event on the appropiate sections or view
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
return self.dispatch_keyboard_event('on_key_press', *args, **kwargs)
[docs]
def on_key_release(self, *args, **kwargs) -> Optional[bool]:
"""
Triggers the on_key_release event on the appropiate sections or view
:param args: any other position arguments that should be deliverd to the dispatched event
:param kwargs: any other keyword arguments that should be delivered to the dispatched event
:return: EVENT_HANDLED or EVENT_UNHANDLED, or whatever the dispatched method returns
"""
return self.dispatch_keyboard_event('on_key_release', *args, **kwargs)
[docs]
def on_show_view(self) -> None:
"""
Called when the view is shown
The View.on_show_view is called before this by the Window.show_view method
"""
for section in self.sections:
if section.enabled:
section.on_show_section()
[docs]
def on_hide_view(self) -> None:
"""
Called when the view is hide
The View.on_hide_view is called before this by the Window.hide_view method
"""
for section in self.sections:
if section.enabled:
section.on_hide_section()