1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
|
from .rounded_rect import *
from .action import *
from .font import font
import time
import sys
import pygame
class Key:
row_positions = {
'first': 0,
'second': 50,
'third': 100,
'fourth': 150,
'fifth': 200,
'sixth': 250,
}
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
if isinstance(top, str):
self.top = self.row_positions[top]
else:
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)
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()
|