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()