Source code for arcade.gui.ui_manager

"""The better gui for arcade

- Improved events, now fully typed
- UIElements are now called Widgets (like everywhere else)
- Widgets render into a FrameBuffer, which supports in memory drawings with less memory usage
- Support for animated widgets
- Texts are now rendered with pyglet, open easier support for text areas with scrolling
- TextArea with scroll support
"""

from collections import defaultdict
from collections.abc import Iterable
from typing import TypeGuard, TypeVar

from pyglet.event import EVENT_HANDLED, EVENT_UNHANDLED, EventDispatcher
from pyglet.input import Controller
from pyglet.math import Vec2

import arcade
from arcade.experimental.controller_window import ControllerWindow
from arcade.gui import UIEvent
from arcade.gui.events import (
    UIControllerButtonPressEvent,
    UIControllerButtonReleaseEvent,
    UIControllerConnectEvent,
    UIControllerDisconnectEvent,
    UIControllerDpadEvent,
    UIControllerStickEvent,
    UIControllerTriggerEvent,
    UIKeyPressEvent,
    UIKeyReleaseEvent,
    UIMouseDragEvent,
    UIMouseMovementEvent,
    UIMousePressEvent,
    UIMouseReleaseEvent,
    UIMouseScrollEvent,
    UIOnUpdateEvent,
    UITextInputEvent,
    UITextMotionEvent,
    UITextMotionSelectEvent,
)
from arcade.gui.surface import Surface
from arcade.gui.widgets import UIWidget
from arcade.types import LBWH, AnchorPoint, Point2, Rect

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


[docs] class UIManager(EventDispatcher): """ UIManager is the central component within Arcade's GUI system. Handles window events, layout process and rendering. To process window events, :py:meth:`UIManager.enable()` has to be called, which will inject event callbacks for all window events and redirects them through the widget tree. If used within a view :py:meth:`UIManager.enable()` should be called from :py:meth:`View.on_show_view()` and :py:meth:`UIManager.disable()` should be called from :py:meth:`View.on_hide_view()` Supports `size_hint` to grow/shrink direct children dependent on window size. Supports `size_hint_min` to ensure size of direct children (e.g. UIBoxLayout). Supports `size_hint_max` to ensure size of direct children (e.g. UIBoxLayout). .. code:: py class MyView(arcade.View): def __init__(): super().__init__() manager = UIManager() manager.add(Dummy()) def on_show_view(self): # Set background color self.window.background_color = arcade.color.DARK_BLUE_GRAY # Enable UIManager when view is shown to catch window events self.ui.enable() def on_hide_view(self): # Disable UIManager when view gets inactive self.ui.disable() def on_draw(): self.clear() ... manager.draw() # draws the UI on screen Args: window: The window to bind the UIManager to, if None the current window is used. """ _enabled = False _pixelated = False """Experimental feature to pixelate the UI, all textures will be rendered pixelated, which will mostly influence scaled background images. This property has to be set right after the UIManager is created.""" _active_widget: UIWidget | None = None """The currently active widget. Any widget, which consumes mouse press or release events should set itself as active widget. UIManager ensures that only one widget can be active at a time, which can be used by widgets like text fields to detect when they are disabled, without relying on unconsumed mouse press or release events.""" DEFAULT_LAYER = 0 OVERLAY_LAYER = 10 def __init__(self, window: arcade.Window | None = None): super().__init__() self.window = window or arcade.get_window() self._surfaces: dict[int, Surface] = {} self.children: dict[int, list[UIWidget]] = defaultdict(list) self._requires_render = True self.camera = arcade.Camera2D() self._render_to_surface_camera = arcade.Camera2D() # this camera is used for rendering the UI and should not be changed by the user self.register_event_type("on_event")
[docs] def add(self, widget: W, *, index=None, layer=DEFAULT_LAYER) -> W: """Add a widget to the :class:`UIManager`. 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. The UIManager supports layered setups, widgets added to a higher layer are drawn above lower layers and receive events first. The layer 10 is reserved for overlaying components like dropdowns or tooltips. Args: widget: widget to add index: position a widget is added, None has the highest priority layer: layer which the widget should be added to, higher layer are above """ if index is None: self.children[layer].append(widget) else: self.children[layer].insert(max(len(self.children), index), widget) widget.parent = self self.trigger_render() return widget
[docs] def remove(self, child: UIWidget): """Removes the given widget from UIManager. Args: child: widget to remove """ for children in self.children.values(): if child in children: children.remove(child) child.parent = None self.trigger_render()
[docs] def walk_widgets( self, *, root: UIWidget | None = None, layer=DEFAULT_LAYER ) -> Iterable[UIWidget]: """Walks through widget tree, in reverse draw order (most top drawn widget first) Args: root: root widget to start from, if None, the layer is used layer: layer to search, None will search through all layers """ if layer is None: layers = sorted(self.children.keys(), reverse=True) else: layers = [layer] for layer in layers: children = root.children if root else self.children[layer] for child in reversed(children): yield from self.walk_widgets(root=child) yield child
[docs] def clear(self): """Remove all widgets from UIManager""" for layer in self.children.values(): for widget in layer[:]: self.remove(widget)
[docs] def get_widgets_at( self, pos: Point2, cls: type[W] | type[UIWidget] = UIWidget, layer=DEFAULT_LAYER ) -> Iterable[W]: """Yields all widgets containing a position, returns first top laying widgets which is instance of cls. Args: pos: Pos within the widget bounds cls: class which the widget should be an instance of layer: layer to search, None will search through all layers Returns: iterator of widgets of given type at position """ def check_type(widget) -> TypeGuard[W]: return isinstance(widget, cls) for widget in self.walk_widgets(layer=layer): if check_type(widget) and widget.rect.point_in_rect(pos): yield widget
def _get_surface(self, layer: int) -> Surface: if layer not in self._surfaces: if len(self._surfaces) > 2: raise Exception("Don't use too much layers!") self._surfaces[layer] = Surface( size=self.window.get_size(), pixel_ratio=self.window.get_pixel_ratio(), ) self._surfaces[layer]._pixelated = self._pixelated return self._surfaces[layer]
[docs] def trigger_render(self): """Request rendering of all widgets before next draw""" self._requires_render = True
[docs] def execute_layout(self): """Execute layout process for all widgets. This is automatically called during :py:meth:`UIManager.draw()`. """ self._do_layout()
def _do_layout(self): layers = sorted(self.children.keys()) for layer in layers: surface = self._get_surface(layer) if not surface: raise ValueError("No surface exists for this layer.") surface_width, surface_height = surface.size for child in self.children[layer]: # prepare children, so size_hints are calculated child._prepare_layout() # actual layout if child.size_hint: sh_x, sh_y = child.size_hint nw = surface_width * sh_x if sh_x else None nh = surface_height * sh_y if sh_y else None child.rect = child.rect.resize(nw, nh, anchor=AnchorPoint.BOTTOM_LEFT) if child.size_hint_min: shm_w, shm_h = child.size_hint_min child.rect = child.rect.min_size( shm_w or 0, shm_h or 0, anchor=AnchorPoint.BOTTOM_LEFT ) if child.size_hint_max: shm_w, shm_h = child.size_hint_max child.rect = child.rect.max_size( shm_w or child.width, shm_h or child.height, anchor=AnchorPoint.BOTTOM_LEFT ) # continue layout process down the tree child._do_layout() def _do_render(self, force=False): layers = sorted(self.children.keys()) force = force or self._requires_render # already reset here, so it can be set again in case during rendering a # widget requests a re-rendering like a UILabel updating its font self._requires_render = False for layer in layers: surface = self._get_surface(layer) if surface is None: raise ValueError("Surface is None for layer, can't render.") with surface.activate(): if force: surface.clear() for child in self.children[layer]: child._do_render(surface, force)
[docs] def enable(self) -> None: """Registers handler functions (`on_...`) to :py:attr:`arcade.gui.UIElement` on_draw is not registered, to provide full control about draw order, so it has to be called by the devs themselves. Within a view, this method should be called from :py:meth:`arcade.View.on_show_view()`. """ if not self._enabled: self._enabled = True if isinstance(self.window, ControllerWindow): controller_handlers = { self.on_connect, self.on_disconnect, self.on_stick_motion, self.on_trigger_motion, self.on_button_press, self.on_button_release, self.on_dpad_motion, } else: controller_handlers = set() self.window.push_handlers( self.on_resize, self.on_update, self.on_mouse_drag, self.on_mouse_motion, self.on_mouse_press, self.on_mouse_release, self.on_mouse_scroll, self.on_key_press, self.on_key_release, self.on_text, self.on_text_motion, self.on_text_motion_select, *controller_handlers, )
[docs] def disable(self) -> None: """Remove handler functions (`on_...`) from :py:attr:`arcade.Window` If every :py:class:`arcade.View` uses its own :py:class:`arcade.gui.UIManager`, this method should be called in :py:meth:`arcade.View.on_hide_view()`. """ if self._enabled: self._enabled = False if isinstance(self.window, ControllerWindow): controller_handlers = { self.on_connect, self.on_disconnect, self.on_stick_motion, self.on_trigger_motion, self.on_button_press, self.on_button_release, self.on_dpad_motion, } else: controller_handlers = set() self.window.remove_handlers( self.on_resize, self.on_update, self.on_mouse_drag, self.on_mouse_motion, self.on_mouse_press, self.on_mouse_release, self.on_mouse_scroll, self.on_key_press, self.on_key_release, self.on_text, self.on_text_motion, self.on_text_motion_select, *controller_handlers, )
[docs] def on_update(self, time_delta): """Dispatches an update event to all widgets in the UIManager.""" return self.dispatch_ui_event(UIOnUpdateEvent(self, time_delta))
[docs] def draw(self, **kwargs) -> None: """Will draw all widgets to the window. UIManager caches all rendered widgets into a framebuffer (something like a window sized image) and only updates the framebuffer if a widget requests rendering via ``trigger_render()``. To ensure that the children are positioned properly, a layout process is executed before rendering, changes might also trigger a re-rendering of all widgets. Layouting is a two-step process: 1. Prepare layout, which prepares children and updates own values 2. Do layout, which actually sets the position and size of the children """ # Request widgets to prepare for next frame self.execute_layout() ctx = self.window.ctx with ctx.enabled(ctx.BLEND), self._render_to_surface_camera.activate(): self._do_render() # Correct that the ui changes the currently active camera. with self.camera.activate(): # Draw layers with ctx.enabled(ctx.BLEND): layers = sorted(self.children.keys()) for layer in layers: self._get_surface(layer).draw()
[docs] def adjust_mouse_coordinates(self, x: float, y: float) -> tuple[float, float]: """This method is used, to translate mouse coordinates to coordinates respecting the viewport and projection of cameras. It uses the internal camera's map_coordinate methods, and should work with all transformations possible with the basic orthographic camera. """ x_, y_, *c = self.camera.unproject((x, y)) # convert screen to ui coordinates return x_, y_
[docs] def on_event(self, event) -> bool | None: """Forwards an event to all widgets in the UIManager.""" layers = sorted(self.children.keys(), reverse=True) for layer in layers: for child in reversed(self.children[layer]): if child.dispatch_event("on_event", event): # child can consume an event by returning True return EVENT_HANDLED return EVENT_UNHANDLED
[docs] def dispatch_ui_event(self, event: UIEvent): """Dispatch a UI event to all widgets in the UIManager, by triggering py:meth:`on_event()`. Args: event: The event to dispatch. """ return self.dispatch_event("on_event", event)
[docs] def on_mouse_motion(self, x: int, y: int, dx: int, dy: int): """Converts mouse motion event to UI event and dispatches it.""" x_, y_ = self.adjust_mouse_coordinates(x, y) return self.dispatch_ui_event(UIMouseMovementEvent(self, round(x_), round(y_), dx, dy))
[docs] def on_mouse_press(self, x: int, y: int, button: int, modifiers: int): """Converts mouse press event to UI event and dispatches it.""" x_, y_ = self.adjust_mouse_coordinates(x, y) return self.dispatch_ui_event( UIMousePressEvent(self, round(x_), round(y_), button, modifiers) )
[docs] def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int): """Converts mouse drag event to UI event and dispatches it.""" x_, y_ = self.adjust_mouse_coordinates(x, y) return self.dispatch_ui_event( UIMouseDragEvent(self, round(x_), round(y_), dx, dy, buttons, modifiers) )
[docs] def on_mouse_release(self, x: int, y: int, button: int, modifiers: int): """Converts mouse release event to UI event and dispatches it.""" x_, y_ = self.adjust_mouse_coordinates(x, y) return self.dispatch_ui_event( UIMouseReleaseEvent(self, round(x_), round(y_), button, modifiers) )
[docs] def on_mouse_scroll(self, x, y, scroll_x, scroll_y): """Converts mouse scroll event to UI event and dispatches it.""" x_, y_ = self.adjust_mouse_coordinates(x, y) return self.dispatch_ui_event( UIMouseScrollEvent(self, round(x_), round(y_), scroll_x, scroll_y) )
[docs] def on_key_press(self, symbol: int, modifiers: int): """Converts key press event to UI event and dispatches it.""" return self.dispatch_ui_event(UIKeyPressEvent(self, symbol, modifiers))
[docs] def on_key_release(self, symbol: int, modifiers: int): """Converts key release event to UI event and dispatches it.""" return self.dispatch_ui_event(UIKeyReleaseEvent(self, symbol, modifiers))
[docs] def on_text(self, text): """Converts text event to UI event and dispatches it.""" return self.dispatch_ui_event(UITextInputEvent(self, text))
[docs] def on_text_motion(self, motion): """Converts text motion event to UI event and dispatches it.""" return self.dispatch_ui_event(UITextMotionEvent(self, motion))
[docs] def on_text_motion_select(self, motion): """Converts text motion select event to UI event and dispatches it.""" return self.dispatch_ui_event(UITextMotionSelectEvent(self, motion))
[docs] def on_resize(self, width, height): """Resize the UIManager and all of its surfaces.""" # resize ui camera bottom_left = self.camera.bottom_left self.camera.match_window() self.camera.bottom_left = bottom_left # resize render to surface camera bottom_left = self._render_to_surface_camera.bottom_left self._render_to_surface_camera.match_window() self._render_to_surface_camera.bottom_left = bottom_left scale = self.window.get_pixel_ratio() for surface in self._surfaces.values(): surface.resize(size=(width, height), pixel_ratio=scale) self.trigger_render()
[docs] def on_connect(self, controller: Controller): """Called when a controller is connected.""" self.dispatch_ui_event(UIControllerConnectEvent(controller))
[docs] def on_disconnect(self, controller: Controller): """Called when a controller is disconnected.""" self.dispatch_ui_event(UIControllerDisconnectEvent(controller))
[docs] def on_stick_motion(self, controller: Controller, name: str, value: Vec2): return self.dispatch_ui_event(UIControllerStickEvent(controller, name, value))
[docs] def on_trigger_motion(self, controller: Controller, name: str, value: float): return self.dispatch_ui_event(UIControllerTriggerEvent(controller, name, value))
[docs] def on_button_press(self, controller: Controller, button: str): return self.dispatch_ui_event(UIControllerButtonPressEvent(controller, button))
[docs] def on_button_release(self, controller: Controller, button: str): return self.dispatch_ui_event(UIControllerButtonReleaseEvent(controller, button))
[docs] def on_dpad_motion(self, controller: Controller, value: Vec2): return self.dispatch_ui_event(UIControllerDpadEvent(controller, value))
@property def rect(self) -> Rect: """The rect of the UIManager, which is the window size.""" return LBWH(0, 0, *self.window.get_size()) def _set_active_widget(self, widget: UIWidget | None): if self._active_widget == widget: return if self._active_widget: self._active_widget._active = False self._active_widget = widget if self._active_widget: self._active_widget._active = True
[docs] def debug(self): """Walks through all widgets of a UIManager and prints out layout information.""" for index, layer in self.children.items(): print(f"Layer {index}") # print table headers, widget, rect, size_hint, size_hint_min, size_hint_max print( f"{'Widget':<60}|" f"{'Rect (LBWH)':<30}|" f"{'Size Hint':<12}|" f"{'Size Hint Min':<12}|" f"{'Size Hint Max':<12}" ) for child in reversed(layer): self._debug(child, prefix=" ") return
@staticmethod def _debug(element, prefix=""): print( f"{prefix}{element}".ljust(60), f"{tuple(round(v, 2) for v in element.rect.lbwh)}".ljust(30), f"{element.size_hint}".ljust(12), f"{element.size_hint_min}".ljust(12), f"{element.size_hint_max}".ljust(12), sep="|", ) if isinstance(element, UIWidget): for child in element.children: UIManager._debug(child, prefix=prefix + " ")