Source code for arcade.gui.widgets

from __future__ import annotations

from abc import ABC
from typing import Dict, Iterable, List, NamedTuple, Optional, TYPE_CHECKING, Tuple, TypeVar, Union

from pyglet.event import EVENT_HANDLED, EVENT_UNHANDLED, EventDispatcher
from pyglet.math import Vec2
from typing_extensions import Self

import arcade
from arcade import LBWH, Rect, Sprite, 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 ListProperty, Property, bind
from arcade.gui.surface import Surface
from arcade.types import AnchorPoint, AsFloat, Color
from arcade.utils import copy_dunders_unimplemented

if TYPE_CHECKING:
    from arcade.gui.ui_manager import UIManager

__all__ = ["Surface", "UIDummy"]

W = TypeVar("W", bound="UIWidget")


class _ChildEntry(NamedTuple):
    child: "UIWidget"
    data: Dict


[docs] @copy_dunders_unimplemented 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`. Args: x: x coordinate of bottom left y: y coordinate of bottom left width: width of widget height: height of widget size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested size_hint_min: min width and height in pixel size_hint_max: max width and height in pixel """ rect = Property(LBWH(0, 0, 1, 1)) visible = Property(True) size_hint = Property[Optional[Tuple[Optional[float], Optional[float]]]](None) size_hint_min = Property[Optional[Tuple[Optional[float], Optional[float]]]](None) size_hint_max = Property[Optional[Tuple[Optional[float], Optional[float]]]](None) _children = ListProperty[_ChildEntry]() _border_width = Property(0) _border_color = Property[Optional[Color]](arcade.color.BLACK) _bg_color = Property[Optional[Color]]() _bg_tex = Property[Union[Texture, NinePatchTexture, None]]() _padding_top = Property(0) _padding_right = Property(0) _padding_bottom = Property(0) _padding_left = Property(0) _strong_background = Property(False) """If True, the background will clear the surface, even if it is not fully opaque. This is not part of the public API and subject to change. UILabel have a strong background if set. """ 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: Optional[Tuple[float | None, float | None]] = None, # in percentage size_hint_min: Optional[Tuple[float | None, float | None]] = None, # in pixel size_hint_max: Optional[Tuple[float | None, float | None]] = None, # in pixel **kwargs, ): self._requires_render = True self.rect = LBWH(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) bind(self, "_strong_background", self.trigger_render)
[docs] def add(self, child: W, **kwargs) -> W: """Add a widget 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. Args: child: widget to add index: position a widget is added, None has the highest priority Returns: 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: if not 0 <= index <= len(self.children): raise ValueError("Index must be between 0 and the number of children") self._children.insert(index, _ChildEntry(child, kwargs)) return child
[docs] def remove(self, child: "UIWidget") -> dict | None: """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. Return: kwargs which were used when child was added """ child.parent = None for c in self._children: if c.child == child: self._children.remove(c) return c.data return None
[docs] def clear(self): """Removes all children""" 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 reversed(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
[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._requires_render = True
[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 _prepare_layout(self): """Helper function to trigger :meth:`UILayout.prepare_layout` through the widget tree, should only be used internally! """ for child in self.children: child._prepare_layout() 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! Returns: if this widget or a child was rendered """ rendered = False should_render = force or self._requires_render if should_render and self.visible: rendered = True self.do_render_base(surface) self.do_render(surface) self._requires_render = False # 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: if self._bg_color.a == 255 or self._strong_background: surface.clear(self._bg_color) else: arcade.draw_rect_filled(LBWH(0, 0, self.width, self.height), color=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_lbwh_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 Args: 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. Args: dx: x axis difference dy: y axis difference """ self.rect = self.rect.move(dx, dy)
[docs] def scale(self, factor: AsFloat, anchor: Vec2 = AnchorPoint.CENTER): """Scales the size of the widget (x,y,width, height) by factor. Args: factor: scale factor anchor: anchor point """ self.rect = self.rect.scale(new_scale=factor, anchor=anchor)
@property def left(self) -> float: """Left coordinate of the widget""" return self.rect.left @property def right(self) -> float: """Right coordinate of the widget""" return self.rect.right @property def bottom(self) -> float: """Bottom coordinate of the widget""" return self.rect.bottom @property def top(self) -> float: """Top coordinate of the widget""" return self.rect.top @property def position(self) -> Vec2: """Returns bottom left coordinates""" return self.rect.bottom_left @property def center(self) -> Vec2: """Returns center coordinates""" return self.rect.center @center.setter def center(self, value: Tuple[int, int]): self.rect = self.rect.align_center(value) @property def center_x(self) -> float: """Center x coordinate""" return self.rect.x @property def center_y(self) -> float: """Center y coordinate""" return self.rect.y @property def padding(self): """Returns padding as tuple (top, right, bottom, left)""" 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 pt, pr, pb, pl = args # 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"]: """Provides all child widgets.""" return [child for child, data in self._children] def __iter__(self): return iter(self.children)
[docs] def resize(self, *, width=None, height=None, anchor: Vec2 = AnchorPoint.CENTER): """Resizes the widget. Args: width (optional): new width height (optional): new height anchor (optional): anchor point for resizing, default is center """ self.rect = self.rect.resize(width=width, height=height, anchor=anchor)
[docs] def with_border(self, *, width=2, color: Color | None = arcade.color.GRAY) -> Self: """Sets border properties Args: width: border width color: border color Returns: self """ self._border_width = width self._border_color = color return self
[docs] def with_padding( self, *, top: Optional[int] = None, right: Optional[int] = None, bottom: Optional[int] = None, left: Optional[int] = None, all: Optional[int] = None, ) -> Self: """Changes the padding to the given values if set. Returns itself Returns: self """ if all is not None: self.padding = all if top is not None: self._padding_top = top if right is not None: self._padding_right = right if bottom is not None: self._padding_bottom = bottom if left is not None: self._padding_left = left return self
[docs] def with_background( self, *, color: Union[None, Color] = ..., # type: ignore texture: Union[None, Texture, NinePatchTexture] = ..., # type: ignore ) -> Self: """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. Args: color: A color used as background texture: A texture or ninepatch texture used as background Returns: self """ if color is not ...: self._bg_color = color if texture is not ...: self._bg_tex = texture return self
@property def content_size(self) -> Tuple[float, float]: """Returns the size of the content area, which is the size of the widget minus padding and border.""" return self.content_width, self.content_height @property def content_width(self) -> float: """Returns the width of the content area, which is the width of the widget minus padding and border.""" return self.rect.width - 2 * self._border_width - self._padding_left - self._padding_right @property def content_height(self) -> float: """Returns the height of the content area, which is the height of the widget minus padding and border.""" return self.rect.height - 2 * self._border_width - self._padding_top - self._padding_bottom @property def content_rect(self) -> Rect: """Returns the content area as a rect. The content area is the area of the widget minus padding and border.""" return LBWH( 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) -> float: """Width of the widget.""" return self.rect.width @property def height(self) -> float: """Height of the widget.""" return self.rect.height @property def size(self) -> Vec2: """Size of the widget.""" return Vec2(self.width, self.height)
[docs] def center_on_screen(self: W) -> W: """Places this widget in the center of the current window. This is a convenience method for simple centering of widgets without using a layout. In general, it is recommended to use layouts for more complex UIs. """ center = arcade.get_window().center self.rect = self.rect.align_center(center) return self
def __str__(self): return f"{self.__class__.__name__}()" def __repr__(self): return f"<{self.__class__.__name__} {self.rect.lbwh}>"
[docs] class UIInteractiveWidget(UIWidget): """Base class for widgets which use mouse interaction (hover, pressed, clicked) It provides properties for hovered, pressed and disabled states. Args: x: x coordinate of bottom left y: y coordinate of bottom left width: width of widget height: height of widget size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested size_hint_min: min width and height in pixel size_hint_max: max width and height in pixel interaction_buttons: defines, which mouse buttons should trigger the interaction (default: left mouse button) """ # States hovered = Property(False) """True if the mouse is over the widget""" pressed = Property(False) """True if the widget is pressed""" disabled = Property(False) """True if the widget is disabled""" def __init__( self, *, x: float = 0, y: float = 0, width: float = 100, height: float = 100, size_hint=None, size_hint_min=None, size_hint_max=None, interaction_buttons=(arcade.MOUSE_BUTTON_LEFT,), **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") self.interaction_buttons = interaction_buttons 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]: """Handles mouse events and triggers on_click event if the widget is clicked. This also sets the hovered and pressed state of the widget. """ if super().on_event(event): return EVENT_HANDLED if isinstance(event, UIMouseMovementEvent): self.hovered = self.rect.point_in_rect(event.pos) if ( isinstance(event, UIMousePressEvent) and self.rect.point_in_rect(event.pos) and event.button in self.interaction_buttons ): self.pressed = True return EVENT_HANDLED if ( self.pressed and isinstance(event, UIMouseReleaseEvent) and event.button in self.interaction_buttons ): self.pressed = False if self.rect.point_in_rect(event.pos): if not self.disabled: # Dispatch new on_click event, source is this widget itself self.dispatch_event( "on_click", UIOnClickEvent( source=self, x=event.x, y=event.y, button=event.button, modifiers=event.modifiers, ), ) return EVENT_HANDLED return EVENT_UNHANDLED
[docs] def on_click(self, event: UIOnClickEvent): """Triggered when the widget is clicked.""" pass
[docs] class UIDummy(UIInteractiveWidget): """Solid color widget used for testing & examples. Starts with a random color. 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 Args: x: x coordinate of bottom left y: y coordinate of bottom left width: width of widget height: height of widget size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested size_hint_min: min width and height in pixel size_hint_max: max width and height in pixel **kwargs: passed to UIWidget """ 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, **kwargs, ) self.with_background(color=Color.random(a=255)) self.with_border(color=arcade.color.BATTLESHIP_GREY, width=0)
[docs] def on_click(self, event: UIOnClickEvent): """Prints the rect and changes the color""" print("UIDummy.rect:", self.rect) self.with_background(color=Color.random(a=255))
[docs] def on_update(self, dt): """Update the border of the widget if hovered""" self.with_border( width=2 if self.hovered else 0, color=arcade.color.WHITE if self.pressed else arcade.color.BATTLESHIP_GREY, )
[docs] class UISpriteWidget(UIWidget): """Create a UI element with a sprite that controls what is displayed. Args: x: x coordinate of bottom left y: y coordinate of bottom left width: width of widget height: height of widget sprite: Sprite to embed in gui size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested size_hint_min: min width and height in pixel size_hint_max: max width and height in pixel """ 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): """Pass update event to sprite""" if self._sprite: self._sprite.update() self._sprite.update_animation(dt) self.trigger_render()
[docs] def do_render(self, surface: Surface): """Render the sprite""" self.prepare_render(surface) surface.clear(color=TRANSPARENT_BLACK) if self._sprite is not None: 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. Args: x: x coordinate of bottom left y: y coordinate of bottom left width: width of widget height: height of widget children: Child widgets of this group size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested size_hint_min: min width and height in pixel size_hint_max: max width and height in pixel """
[docs] @staticmethod def min_size_of(child: UIWidget) -> Tuple[float, float]: """Resolves the minimum size of a child. If it has a size_hint set for the axis, it will use size_hint_min if set, otherwise the actual size will be used. """ sh_w, sh_h = child.size_hint or (None, None) shmn_w, shmn_h = child.size_hint_min or (None, None) min_w, min_h = child.size if sh_w is not None: min_w = shmn_w or 0 if sh_h is not None: min_h = shmn_h or 0 return min_w, min_h
def _prepare_layout(self): """Triggered to prepare layout of this widget and its children. Common example is to update size_hints(min/max). """ super()._prepare_layout() self.prepare_layout()
[docs] def prepare_layout(self): """Triggered by the UIManager before layouting, :class:`UILayout` s should prepare themselves based on children. Prepare layout is triggered on children first. """ pass
def _do_layout(self): # rect change will trigger full render automatically self.do_layout() # Continue do_layout within subtree super()._do_layout()
[docs] def do_layout(self): """do_layout is triggered by the UIManager before rendering. :class:`UILayout` should position their children. Afterward, do_layout of child widgets will be triggered. 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. """
[docs] class UISpace(UIWidget): """Widget reserving space, can also have a background color. Args: x: x coordinate of bottom left y: y coordinate of bottom left width: width of widget height: height of widget color: Color for widget area, if None, it will be transparent (this will set the background color) size_hint: Tuple of floats (0.0-1.0), how much space of the parent should be requested size_hint_min: min width and height in pixel size_hint_max: max width and height in pixel **kwargs: passed to UIWidget """ def __init__( self, *, x=0, y=0, width=1, height=1, color=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.with_background(color=color) @property def color(self): """Color of the widget, alias for background color""" return self._bg_color @color.setter def color(self, value): self.with_background(color=value)