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menu.py
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menu.py
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#! /usr/bin/python
## \file menu.py
# \brief General Menu Class
# \author Scott Barlow
# \date 2009
# \version 1.0.3
#
# This is a menu class written for pygame/Python. The menu is designed to work
# with a program using a finite state machine (but it could also be easily
# modified to have the 'buttons' return functions). The menu 'buttons' contain
# a 'state' (a state could really be anything you want) and this 'state' is
# what is returned when the user selects/presses the button. The program
# controlling the menu can then act on this returned state as required. This
# helps to write non-blocking code.
#
# The menu can have text buttons, image buttons (that get highlighted on all
# sides to detect which is selected), or any combination of the two.
#
# The menu is flexible and can be dynamically changed. The 'buttons' will
# auto-magically update themselves the next time they are drawn to the screen
# (via the update method, which calls the draw method). The draw method should
# not be called itself. 'Buttons' can be added or removed at any time.
#
# The menu can be positioned by the top left corner (a rectangle containing all
# buttons is what gets moved). It can be changed to center the entire menu
# (i.e. center that containing rectangle) on that same position coordinate. Or
# the user can center the entire menu on the self.draw_surface. Note that if
# the pygame screen is given to the menu, then the entire window will be
# available to be drawn to. But if the user gives the menu another pygame
# surface, then that surface itself will need to be blitted to the pygame
# screen at some point. Furthermore, the user can align the buttons to align
# on the left, tobe centerd, or to align themselves on the right. Also, they
# can be aligned vertically on the top, center, or bottom.
#
# The user can dynamically change the colors of the font/highlights, the
# padding between buttons (left/right and top/bottom), the thickness of the
# highlight around image buttons, and the orientation of the menu (if the
# 'buttons' will be stacked top to bottom ('vertical') or left to right
# ('horizontal').
#
# The best way to figure out the menu is to tinker around with it. Run the
# example programs, change attributes, and play with the menu.
#
#
# Copyright 2009 Scott Barlow
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston,
# MA 02110-1301, USA or see <http://www.gnu.org/licenses/>.
#
#
# Changelog
# V1.0.0 - Initial Release
# V1.0.1 - Added get_current_image method
# V1.0.2 - Fixed a bug in the set_font method (to update the rect of the
# text buttons when the font is changed
# V1.0.3 - Added self.refresh_whole_surface_on_load functionality
#
#-------------------------------------------------------------------------------
#---[ Imports ]-----------------------------------------------------------------
#-------------------------------------------------------------------------------
import pygame
#-------------------------------------------------------------------------------
#---[ Defines ]-----------------------------------------------------------------
#-------------------------------------------------------------------------------
## RGB color for Black
BLACK = (0, 0, 0)
## RGB color for White
WHITE = (255, 255, 255)
## RGB color for Red
RED = (255, 0, 0)
BLUE_PLATFORM1 = (51, 153, 255)
## RGB color for Green
GREEN = (0, 255, 0)
## RGB color for Blue
BLUE = (0, 0, 255)
## This is a user event that should be sent whenever the game state is changed
# (at the main game loop level)
EVENT_CHANGE_STATE = pygame.USEREVENT + 1
#-------------------------------------------------------------------------------
#---[ cMenu Class ]-------------------------------------------------------------
#-------------------------------------------------------------------------------
## This class is used to display and control a menu
#
class cMenu:
## ---[ __init__ ]-----------------------------------------------------------
# @param self The class itself, Python standard
# @param x The x location to shift the buttons by when the
# button is drawn to the surface in the update method
# @param y The y location to shift the buttons by when the
# button is drawn to the surface in the update method
# @param h_pad Number the extra pixels to pad the buttons by (on the
# left/right)
# @param v_pad Number the extra pixels to pad the buttons by (on the
# top/bottom).
# @param orientation Should be 'vertical' or 'horizontal'. The buttons
# will be put vertically or horizontally until 'number'
# (the next argument) of buttons have been created at
# which point it will start a new row or column
# @param number The number of buttons to put vertically or
# horizontally before starting a new row or column
# @param background The background to use for the buttons (what will show
# up behind the buttons). This is often the
# surface that they will be blitted to via the update
# method
# @param buttonList This is a list of buttons to be added (though
# more buttons can be added via another method). The
# elements of the list should be tuples of 3 parts as
# shown: ('text', state, image) where text is the text
# that will be shown for the button, state is what will
# be returned when the button is pressed (enter is
# hit), and image is None if the button is just going
# to display text, or else is an image itself if the
# button will be displayed as an image instead of text.
#
# Initialize the class
#
def __init__(self, x, y, h_pad, v_pad, orientation, number, background,
buttonList):
## menu items
self.menu_items = [] # List of menu items
self.font = pygame.font.Font('KGPrimaryWhimsy.ttf', 32) # Font to use
self.x = x # Top left corner (of surface)
self.y = y # relative to the screen/window
self.change_number = number # See description above
self.orientation = orientation # See description above
self.horizontal_padding = h_pad # See description above
self.vertical_padding = v_pad # See description above
self.selection = 0 # The currently selected button
self.u_color = BLACK # Color for unselected text
self.s_color = WHITE # Color for selected text
self.image_highlight_color = BLUE # Color for the image highlights
self.image_highlight_offset = 2 # Addition padding around image
# buttons only for the highlight
self.background = background.copy() # The unedited background image
self.draw_surface = background # Surface to draw to
self.centered = False # True if the menu is centered
self.centeredOnScreen = False # True if the menu is centered
self.update_buttons = True # True if the positions of the
# buttons need to be updated
self.refresh_whole_surface_on_load = False# When the menu is first
# displayed (when the event
# EVENT_CHANGE_STATE is given to
# the update method), the entire
# self.draw_surface will be
# updated
# This dictionary contains the alignment orientation of the buttons
# related to each other. It shifts the button within the bounds of
# 'max_width' and 'max_height' in the self.position_buttons() method.
self.alignment = {'vertical' :'top',
'horizontal':'left'}
# Now add any buttons that were sent in
self.add_buttons(buttonList)
## ---[ redraw_all ]---------------------------------------------------------
def redraw_all(self):
for button in self.menu_items:
button['redraw'] = True
## ---[ get_current_text ]---------------------------------------------------
def get_current_text(self):
return self.menu_items[self.selection]['text']
## ---[ get_current_image ]--------------------------------------------------
def get_current_image(self):
return self.menu_items[self.selection]['b_image']
## ---[ set_unselected_color ]-----------------------------------------------
def set_unselected_color(self, new_color):
self.u_color = new_color
self.update_buttons = True
## ---[ set_selected_color ]-------------------------------------------------
def set_selected_color(self, new_color):
self.s_color = new_color
self.update_buttons = True
## ---[ set_image_highlight_color ]------------------------------------------
def set_image_highlight_color(self, new_color):
self.image_highlight_color = new_color
self.update_buttons = True
## ---[ set_image_highlight_thickness ]--------------------------------------
def set_image_highlight_thickness(self, new_thick):
old_th = self.image_highlight_offset
# We need to update the width of the button images now (the images
# themselves will be updated before the next refresh/re-draw). Note that
# we only change the rect on the image buttons since we only highlight the
# image buttons (not the text buttons)
for button in self.menu_items:
if button['b_image'] != None:
button['rect'][2] = button['rect'][2] - 2 * old_th + 2 * new_thick
button['rect'][3] = button['rect'][3] - 2 * old_th + 2 * new_thick
self.image_highlight_offset = new_thick
self.update_buttons = True
## ---[ set_padding ]--------------------------------------------------------
def set_padding(self, h_pad, v_pad):
self.horizontal_padding = h_pad
self.vertical_padding = v_pad
self.update_buttons = True
## ---[ set_orientation ]----------------------------------------------------
def set_orientation(self, new_orientation):
if new_orientation == 'vertical' or new_orientation == 'horizontal':
self.orientation = new_orientation
self.update_buttons = True
else:
print ('WARNING: cMenu.set_orientation: Invalid argument '\
'new_orientation (value: %d)' % new_orientation)
## ---[ set_change_number ]--------------------------------------------------
def set_change_number(self, new_change_number):
self.change_number = new_change_number
self.update_buttons = True
## ---[ set_refresh_whole_screen_on_load ]-----------------------------------
def set_refresh_whole_surface_on_load(self, new_val = True):
self.refresh_whole_surface_on_load = new_val # Should be True or False
## ---[ set_font ]-----------------------------------------------------------
def set_font(self, font):
self.font = font
# We need to update the width and height of the text buttons since we
# calculated their width and height based on the font
for button in self.menu_items:
if button['b_image'] == None:
width, height = self.font.size(button['text'])
button['rect'][2] = width
button['rect'][3] = height
self.update_buttons = True
## ---[ set_alignment ]------------------------------------------------------
# @param self The class itself, Python standard
# @param v_align The way to align the text vertically within its 'cell'
# @param h_align The way to align the text horizontally within its 'cell'
#
# This method sets the alignment of the buttons within their 'cell' (i.e. it
# sets the alignment of the button (based on it's width and height) within
# the max_width and max_height values calculated in the
# self.position_buttons() method). The self.position_buttons() method is
# also where the alignment occurs. The valid alignments are:
# left
# center
# right
#
def set_alignment(self, v_align, h_align):
if v_align in ['top', 'center', 'bottom']:
self.alignment['vertical'] = v_align
if h_align in ['left', 'center', 'right']:
self.alignment['horizontal'] = h_align
self.update_buttons = True
## ---[ set_position ]-------------------------------------------------------
# @param self The class itself, Python standard
# @param x The x (horizontal location)
# @param y The y (vertical location)
#
# This method sets the x and y locations for the menu. By default, this
# sets the position of the menu with respect to the top left corner of the
# self.draw_surface. If 'centered' is true, then this is the location of
# the center of the menu.
#
def set_position(self, x, y):
self.x = x
self.y = y
self.update_buttons = True
## ---[ set_center ]---------------------------------------------------------
# @param self The class itself, Python standard
# @param centered A boolean, centers the menu if it is True, default
# value is True
# @param centeredOnScreen If this is true, then the menu will be centered
# on the entire self.draw_surface surface.
#
# When passed a value of True, this centers the menu at the self.x and
# self.y locations. If False is passed to it, then this makes the top left
# corner of the menu start at the x and y location with respect to the
# self.draw_surface. If centerScreen is True, then self.centered is set to
# true, regardless of the value passed in
#
def set_center(self, centered, centeredOnScreen):
if centeredOnScreen:
self.centeredOnScreen = centeredOnScreen
self.centered = False
else:
self.centeredOnScreen = False
self.centered = centered
self.update_buttons = True
## ---[ add_buttons ]--------------------------------------------------------
# @param self The class itself, Python standard
# @param buttonList List of menu buttons to be added
#
# Used to add button(s) to the menu
#
def add_buttons(self, buttonList):
for button in buttonList:
self.menu_items.append(self.create_button(button))
self.update_buttons = True
## ---[ remove_buttons ]-----------------------------------------------------
# @param self The class itself, Python standard
# @param indexList List of indexes to be removed
#
# Used to remove button(s) from the menu
#
def remove_buttons(self, indexList):
old_contained_rect = self.contained_rect
for index in indexList:
if len(self.menu_items) > 1:
self.menu_items.pop(index)
self.update_buttons = True
return old_contained_rect
## ---[ update_button_locations ]--------------------------------------------
# @param self The class itself, Python standard
#
# This method is just used to update the location of the buttons when the
# a change is made
#
def update_button_locations(self):
self.position_buttons()
self.set_button_images()
self.update_buttons = False
## ---[ create_button ]------------------------------------------------------
# @param self The class itself, Python standard
# @param button_info A list with the button text, the next state to
# return, and the image (if applicable)
#
# Create the button dictionary for a new button. Note that this button is
# useless until the set_button_images method is called which is where the
# button images are created and assigned. The reason it is not done here
# is becuase we need to know the location of the button on the background
# which is not assigned until position_buttons() is called. Since position
# buttons depends on the width and height of each button, we just calculate
# those here, then we set the location of the buttons via the
# position_buttons() method, then we make the actual images via the
# set_button_images() function
#
def create_button(self, button_info):
# If this button is not an image, set the width and height based on the
# text
if button_info[2] == None:
width, height = self.font.size(button_info[0])
button_rect = pygame.Rect((0, 0), (width, height))
# Else this button is a graphic button, so create the width and height
# based on the image provided
else:
width, height = button_info[2].get_size()
offset = (self.image_highlight_offset, self.image_highlight_offset)
new_width = width + 2 * offset[0] # Make room for the highlight on
new_height = height + 2 * offset[1] # all sides
button_rect = pygame.Rect((0, 0), (new_width, new_height))
set_redraw = True # When the button is created, it needs to be drawn
set_selected = False # When the button is created, it is not selected
new_button = {'text' : button_info[0],
'state' : button_info[1],
'selected': set_selected,
'rect' : button_rect,
'offset' : (0, 0),
'redraw' : set_redraw,
'b_image' : button_info[2], # base image
's_image' : None, # image when selected and not
'u_image' : None} # selected (created in
# set_button_images)
return new_button
## ---[ set_button_images ]--------------------------------------------------
# @param self The class itself, Python standard
#
# Create the button images to be displayed - adjusted for the location of
# the button over the background image
#
def set_button_images(self):
for button in self.menu_items:
# If this button is not an image, create the selected and unselected
# images based on the text
if button['b_image'] == None:
r = self.font.render
width = button['rect'][2]
height = button['rect'][3]
rect = pygame.Rect(button['offset'], (width, height))
# For each of the text button (selected and unselected), create a
# surface of the required size (already calculated before), blit
# the background image to the surface, then render the text and blit
# that text onto the same surface.
selected_image = pygame.Surface((width, height), -1)
selected_image.blit(self.background, (0, 0), rect)
text_image = r(button['text'], True, self.s_color)
selected_image.blit(text_image, (0, 0))
unselected_image = pygame.Surface((width, height), -1)
unselected_image.blit(self.background, (0, 0), rect)
text_image = r(button['text'], True, self.u_color)
unselected_image.blit(text_image, (0, 0))
# Else this button is a graphic button, so create the selected and
# unselected images based on the image provided
else:
orig_width, orig_height = button['b_image'].get_size()
new_width = button['rect'][2]
new_height = button['rect'][3]
offset = (self.image_highlight_offset, self.image_highlight_offset)
# Selected image! --------------------------------------------------
# Create the surface, fill the surface with the highlight color,
# then blit the background image to the surface (inside of the
# highlight area), and then blit the actual button base image over
# the background
selected_image = pygame.Surface((new_width, new_height), -1)
selected_image.fill(self.image_highlight_color)
rect = pygame.Rect((button['offset'][0] + offset[0],
button['offset'][1] + offset[1]),
(orig_width, orig_height))
selected_image.blit(self.background, offset, rect)
selected_image.blit(button['b_image'], offset)
# Unselected image! ------------------------------------------------
# Create the surface, blit the background image onto the surface (to
# make sure effects go away when the button is no longer selected),
# and then blit the actual button base image over the background
unselected_image = pygame.Surface((new_width, new_height), -1)
rect = pygame.Rect(button['offset'], (new_width, new_height))
unselected_image.blit(self.background, (0, 0), rect)
unselected_image.blit(button['b_image'], offset)
button['s_image'] = selected_image
button['u_image'] = unselected_image
## ---[ position_buttons ]---------------------------------------------------
# @param self The class itself, Python standard
#
# Sets the positions for the buttons
#
def position_buttons(self):
width = 0
height = 0
max_width = 0
max_height = 0
counter = 0
x_loc = self.x
y_loc = self.y
# Get the maximum width and height of the surfaces
for button in self.menu_items:
width = button['rect'][2]
height = button['rect'][3]
max_width = max(width, max_width)
max_height = max(height, max_height)
# Position the button in relation to each other
for button in self.menu_items:
# Find the offsets for the alignment of the buttons (left, center, or
# right
# Vertical Alignment
if self.alignment['vertical'] == 'top':
offset_height = 0
elif self.alignment['vertical'] == 'center':
offset_height = (max_height - button['rect'][3])/2
elif self.alignment['vertical'] == 'bottom':
offset_height = (max_height - button['rect'][3])
else:
offset_height = 0
print ('WARNING: cMenu.position_buttons: Vertical Alignment '\
'(value: %s) not recognized! Left alignment will be used'\
% self.alignment['vertical'])
# Horizontal Alignment
if self.alignment['horizontal'] == 'left':
offset_width = 0
elif self.alignment['horizontal'] == 'center':
offset_width = (max_width - button['rect'][2])/2
elif self.alignment['horizontal'] == 'right':
offset_width = (max_width - button['rect'][2])
else:
offset_width = 0
print ('WARNING: cMenu.position_buttons: Horizontal Alignment '\
'(value: %s) not recognized! Left alignment will be used'\
% self.alignment['horizontal'])
# Move the button location slightly based on the alignment offsets
x_loc += offset_width
y_loc += offset_height
# Assign the location of the button
button['offset'] = (x_loc, y_loc)
# Take the alignment offsets away after the button position has been
# assigned so that the new button can start fresh again
x_loc -= offset_width
y_loc -= offset_height
# Add the width/height to the position based on the orientation of the
# menu. Add in the padding.
if self.orientation == 'vertical':
y_loc += max_height + self.vertical_padding
else:
x_loc += max_width + self.horizontal_padding
counter += 1
# If we have reached the self.change_number of buttons, then it is time
# to start a new row or column
if counter == self.change_number:
counter = 0
if self.orientation == 'vertical':
x_loc += max_width + self.horizontal_padding
y_loc = self.y
else:
y_loc += max_height + self.vertical_padding
x_loc = self.x
# Find the smallest Rect that will contain all of the buttons
self.contained_rect = self.menu_items[0]['rect'].move(button['offset'])
for button in self.menu_items:
temp_rect = button['rect'].move(button['offset'])
self.contained_rect.union_ip(temp_rect)
# We shift the buttons around on the screen if they are supposed to be
# centered (on the surface itself or at (x, y). We do it here instead of
# at the beginning of this function becuase we need to know what the
# self.contained_rect is to know the correct amount to shift them.
if self.centeredOnScreen:
shift_x = self.x - (self.draw_surface.get_rect()[2] -
self.contained_rect[2]) / 2
shift_y = self.y - (self.draw_surface.get_rect()[3] -
self.contained_rect[3]) / 2
elif self.centered:
shift_x = (self.contained_rect[2]) / 2
shift_y = (self.contained_rect[3]) / 2
if self.centeredOnScreen or self.centered:
# Move the buttons to make them centered
for button in self.menu_items:
button['offset'] = (button['offset'][0] - shift_x,
button['offset'][1] - shift_y)
# Re-find the smallest Rect that will contain all of the buttons
self.contained_rect = self.menu_items[0]['rect'].move(button['offset'])
for button in self.menu_items:
temp_rect = button['rect'].move(button['offset'])
self.contained_rect.union_ip(temp_rect)
## ---[ update ]-------------------------------------------------------------
# @param self The class itself, Python standard
# @param e The last event
# @param c_state The current state of the game from where this is called
# @return A list of rectangles of where the screen changed
# @return The new state for the game
#
# Update the menu surface, redraw it to the stored surface self.draw_surface
#
def update(self, e, c_state):
redraw_full_menu = False
self.selection_prev = self.selection
o = self.orientation
s = self.selection
n = self.change_number
if e.key == pygame.K_DOWN:
if (o == 'vertical') and ((s + 1) % n != 0):
self.selection += 1
elif o == 'horizontal':
self.selection += n
elif e.key == pygame.K_UP:
if (o == 'vertical') and ((s) % n != 0):
self.selection -= 1
elif o == 'horizontal':
self.selection -= n
elif e.key == pygame.K_RIGHT:
if o == 'vertical':
self.selection += n
elif (o == 'horizontal') and ((s + 1) % n != 0):
self.selection += 1
elif e.key == pygame.K_LEFT:
if o == 'vertical':
self.selection -= n
elif (o == 'horizontal') and ((s) % n != 0):
self.selection -= 1
elif e.key == pygame.K_r:
original_contained_rect = self.remove_buttons([s])
if self.selection -1 >= 0:
self.selection -= 1
self.selection_prev -= 1
redraw_full_menu = True
elif e.key == pygame.K_RETURN:
return [None], self.menu_items[s]['state']
if self.selection >= len(self.menu_items) or self.selection < 0:
self.selection = self.selection_prev
# If this is an EVENT_CHANGE_STATE, then this is the first time that we
# have entered this menu, so lets set it up
if e.type == EVENT_CHANGE_STATE:
self.selection = 0
self.menu_items[self.selection_prev]['selected'] = False
self.menu_items[self.selection]['selected'] = True
self.redraw_all()
rectangle_list = self.draw_buttons()
if self.refresh_whole_surface_on_load:
rectangle_list = pygame.Rect((0, 0), self.draw_surface.get_size())
return [rectangle_list], c_state
else:
return [self.contained_rect], c_state
elif redraw_full_menu:
self.menu_items[self.selection_prev]['selected'] = False
self.menu_items[self.selection]['selected'] = True
self.redraw_all()
rectangle_list = self.draw_buttons(original_contained_rect)
return rectangle_list, c_state
elif self.selection != self.selection_prev:
self.menu_items[self.selection_prev]['selected'] = False
self.menu_items[self.selection]['selected'] = True
rectangle_list = self.draw_buttons()
return rectangle_list, c_state
# If no updates were made, return defaults
return [None], c_state
## ---[ draw_buttons ]-------------------------------------------------------
# @param self The class itself, Python standard
# @param redraw_rect If this pygame.Rect is provided, then the entire
# background will be drawn to the surface in the area
# of this rect before the buttons are drawn
# @return A list of rectangles of where the screen changed
#
# Draw the buttons to the self.draw_surface and return a list of Rect's that
# indicate where on the surface changes were made
#
def draw_buttons(self, redraw_rect = None):
rect_list = []
# If buttons have been changed (added button(s), deleted button(s),
# changed colors, etc, etc), then we need to update the button locations
# and images
if self.update_buttons:
self.update_button_locations()
# Print a warning if the buttons are partially/completely off the
# surface
if not self.draw_surface.get_rect().contains(self.contained_rect):
print ('WARNING: cMenu.draw_buttons: Some buttons are partially '\
'or completely off of the self.draw_surface!')
# If a rect was provided, redraw the background surface to the area of the
# rect before we draw the buttons
if redraw_rect != None:
offset = (redraw_rect[0], redraw_rect[1])
drawn_rect = self.draw_surface.blit(self.background,
offset,
redraw_rect)
rect_list.append(drawn_rect)
# Cycle through the buttons, only draw the ones that need to be redrawn
for button in self.menu_items:
if button['redraw']:
if button['selected']:
image = button['s_image']
else:
image = button['u_image']
drawn_rect = self.draw_surface.blit(image,
button['offset'],
button['rect'])
rect_list.append(drawn_rect)
return rect_list
#---[ END OF FILE ]-------------------------------------------------------------