from .rounded_rect import *
from .action import *
from .font import font
import time
import sys
import pygame
class Key:
default_outer_color = (120, 120, 120)
lighter_outer_color = (200, 200, 200)
default_inner_color = (255, 255, 255)
mapped_inner_color = ( 0, 255, 0)
mapped_unready_inner_color = ( 0, 255, 0, 100)
def __init__(self, mapping, draw_lock, key_name, key_sym, top, left, width = 48, height = 48, disabled = False):
self.draw_lock = draw_lock
self.mapping = mapping
self.key_name = key_name
self.key_sym = key_sym
self.top = top
self.left = left
self.width = width
self.height = height
self.bottom = self.top + self.height
self.right = self.left + self.width
self.rect = (self.left, self.top, self.right, self.bottom)
self.position = (self.left, self.top)
self.disabled = disabled
if disabled:
self.outer_color = self.lighter_outer_color
self.linewidth = 1
else:
self.outer_color = self.default_outer_color
self.linewidth = 3
self.inner_color = self.default_inner_color
self.actions = []
self.description = []
self.custom_color = None
self.custom_unready_color = None
def square(self, all_actions_ready):
if self.has_actions():
if all_actions_ready:
self.inner_color = self.custom_color or self.mapped_inner_color
else:
self.inner_color = self.custom_unready_color or self.mapped_unready_inner_color
return RoundedRect((0, 0, self.width, self.height),
self.outer_color, self.inner_color, self.linewidth)
def collidepoint(self, position):
return self.surface.get_rect().collidepoint(
position[0] - self.position[0],
position[1] - self.position[1]
)
def set_description(self, description):
for desc in description:
if desc is None:
self.description.append("")
else:
self.description.append(str(desc))
def set_color(self, color):
self.custom_color = tuple(color)
color.append(100)
self.custom_unready_color = tuple(color)
def draw(self, background_surface):
self.draw_lock.acquire()
all_actions_ready = self.all_actions_ready()
self.surface = self.square(all_actions_ready).surface()
police = font(14)
text_police = font(10)
police.set_bold(True)
text = police.render(self.key_sym, True, (0,0,0))
self.surface.blit(text, (5,5))
is_first_line = True
offset = 11 + text_police.get_linesize() - 4
first_line_offset = 18
for description in self.description:
text = text_police.render(description, True, (0,0,0))
if is_first_line:
self.surface.blit(text, (first_line_offset, 9))
is_first_line = False
else:
self.surface.blit(text, (3, offset))
offset += text_police.get_linesize() - 4
background_surface.blit(self.surface, self.position)
self.draw_lock.release()
return not all_actions_ready
def poll_redraw(self, background):
while True:
time.sleep(1)
if self.all_actions_ready():
self.draw(background)
self.mapping.blit()
break
def has_actions(self):
return len(self.actions) > 0
def all_actions_ready(self):
return all(action.ready() for action in self.actions)
def add_action(self, action_name, **arguments):
self.actions.append(Action(action_name, self, **arguments))
def do_actions(self):
print("running actions for {}".format(self.key_sym))
start_time = time.time()
self.mapping.start_running(self, start_time)
for action in self.actions:
if self.mapping.keep_running(self, start_time):
action.run()
self.mapping.finished_running(self, start_time)
def list_actions(self, screen):
action_descriptions = [action.description() for action in self.actions]
#print("actions linked to key {}:".format(self.key_sym))
#print("\t" + "\n\t".join(action_descriptions))
self.draw_lock.acquire()
surface = pygame.Surface((690, 250)).convert()
surface.fill((250, 250, 250))
police = font(14)
offset = 0
police.set_bold(True)
text = police.render("actions linked to key {}:".format(self.key_sym), True, (0,0,0))
surface.blit(text, (0, offset))
offset += police.get_linesize()
police.set_bold(False)
for description in action_descriptions:
text = police.render(description, True, (0,0,0))
surface.blit(text, (0, offset))
offset += police.get_linesize()
screen.blit(surface, (5, 308))
pygame.display.flip()
self.draw_lock.release()