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|
# Copyright 2004-2013 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# This contains various Displayables that handle events.
import renpy.display
import renpy.audio
from renpy.display.render import render, Render
import pygame
def compile_event(key, keydown):
"""
Compiles a keymap entry into a python expression.
keydown determines if we are dealing with keys going down (press),
or keys going up (release).
"""
# Lists or tuples get turned into or expressions.
if isinstance(key, (list, tuple)):
if not key:
return "(False)"
return "(" + " or ".join([compile_event(i, keydown) for i in key]) + ")"
# If it's in config.keymap, compile what's in config.keymap.
if key in renpy.config.keymap:
return compile_event(renpy.config.keymap[key], keydown)
if key is None:
return "(False)"
part = key.split("_")
# Deal with the mouse.
if part[0] == "mousedown":
if keydown:
return "(ev.type == %d and ev.button == %d)" % (pygame.MOUSEBUTTONDOWN, int(part[1]))
else:
return "(False)"
if part[0] == "mouseup":
if keydown:
return "(ev.type == %d and ev.button == %d)" % (pygame.MOUSEBUTTONUP, int(part[1]))
else:
return "(False)"
# Deal with the Joystick.
if part[0] == "joy":
if keydown:
return "(ev.type == %d and ev.press and ev.press == renpy.game.preferences.joymap.get(%r, None))" % (renpy.display.core.JOYEVENT, key)
else:
return "(ev.type == %d and ev.release and ev.release == renpy.game.preferences.joymap.get(%r, None))" % (renpy.display.core.JOYEVENT, key)
# Otherwise, deal with it as a key.
if keydown:
rv = "(ev.type == %d" % pygame.KEYDOWN
else:
rv = "(ev.type == %d" % pygame.KEYUP
if part[0] == "alt":
part.pop(0)
rv += " and (ev.mod & %d)" % pygame.KMOD_ALT
else:
rv += " and not (ev.mod & %d)" % pygame.KMOD_ALT
if part[0] == "meta":
part.pop(0)
rv += " and (ev.mod & %d)" % pygame.KMOD_META
else:
rv += " and not (ev.mod & %d)" % pygame.KMOD_META
if part[0] == "shift":
part.pop(0)
rv += " and (ev.mod & %d)" % pygame.KMOD_SHIFT
if part[0] == "noshift":
part.pop(0)
rv += " and not (ev.mod & %d)" % pygame.KMOD_SHIFT
if len(part) == 1:
if len(part[0]) != 1:
if renpy.config.developer:
raise Exception("Invalid key specifier %s" % key)
else:
return "(False)"
rv += " and ev.unicode == %r)" % part[0]
else:
if part[0] != "K":
if renpy.config.developer:
raise Exception("Invalid key specifier %s" % key)
else:
return "(False)"
key = "_".join(part)
rv += " and ev.key == %d)" % (getattr(pygame.constants, key))
return rv
# These store a lambda for each compiled key in the system.
event_cache = { }
keyup_cache = { }
def map_event(ev, name):
"""Returns true if the event matches the named keycode being pressed."""
check_code = event_cache.get(name, None)
if check_code is None:
check_code = eval("lambda ev : " + compile_event(name, True), globals())
event_cache[name] = check_code
return check_code(ev)
def map_keyup(ev, name):
"""Returns true if the event matches the named keycode being released."""
check_code = keyup_cache.get(name, None)
if check_code is None:
check_code = eval("lambda ev : " + compile_event(name, False), globals())
keyup_cache[name] = check_code
return check_code(ev)
def skipping(ev):
"""
This handles setting skipping in response to the press of one of the
CONTROL keys. The library handles skipping in response to TAB.
"""
if not renpy.config.allow_skipping:
return
if map_event(ev, "skip"):
renpy.config.skipping = "slow"
renpy.exports.restart_interaction()
if map_keyup(ev, "skip"):
renpy.config.skipping = None
renpy.exports.restart_interaction()
return
def inspector(ev):
return map_event(ev, "inspector")
##############################################################################
# Utility functions for dealing with actions.
def predict_action(var):
"""
Predicts some of the actions that may be caused by a variable.
"""
if var is None:
return
if isinstance(var, renpy.ui.Action):
var.predict()
if isinstance(var, (list, tuple)):
for i in var:
predict_action(i)
def run(var, *args, **kwargs):
"""
Runs a variable. This is done by calling all the functions, and
iterating over the lists and tuples.
"""
if var is None:
return None
if isinstance(var, (list, tuple)):
rv = None
for i in var:
new_rv = run(i, *args, **kwargs)
if new_rv is not None:
rv = new_rv
return rv
return var(*args, **kwargs)
def run_unhovered(var):
"""
Calls the unhovered method on the variable, if it exists.
"""
if var is None:
return None
if isinstance(var, (list, tuple)):
for i in var:
run_unhovered(i)
return
f = getattr(var, "unhovered", None)
if f is not None:
f()
def run_periodic(var, st):
if isinstance(var, (list, tuple)):
rv = None
for i in var:
v = run_periodic(i, st)
if rv is None or v < rv:
rv = v
return rv
if isinstance(var, renpy.ui.Action):
return var.periodic(st)
def is_selected(clicked):
if isinstance(clicked, (list, tuple)):
return any(is_selected(i) for i in clicked)
elif isinstance(clicked, renpy.ui.Action):
return clicked.get_selected()
else:
return False
def is_sensitive(clicked):
if isinstance(clicked, (list, tuple)):
return all(is_sensitive(i) for i in clicked)
elif isinstance(clicked, renpy.ui.Action):
return clicked.get_sensitive()
else:
return True
##############################################################################
# Special-Purpose Displayables
class Keymap(renpy.display.layout.Null):
"""
This is a behavior that maps keys to actions that are called when
the key is pressed. The keys are specified by giving the appropriate
k_constant from pygame.constants, or the unicode for the key.
"""
def __init__(self, replaces=None, **keymap):
super(Keymap, self).__init__(style='default')
self.keymap = keymap
def event(self, ev, x, y, st):
for name, action in self.keymap.items():
if map_event(ev, name):
rv = run(action)
if rv is not None:
return rv
raise renpy.display.core.IgnoreEvent()
def predict_one_action(self):
for i in self.keymap.values():
predict_action(i)
class RollForward(renpy.display.layout.Null):
"""
This behavior implements rollforward.
"""
def __init__(self, value, **properties):
super(RollForward, self).__init__(**properties)
self.value = value
def event(self, ev, x, y, st):
if map_event(ev, "rollforward"):
renpy.game.interface.suppress_transition = True
renpy.game.after_rollback = True
renpy.game.log.rolled_forward = True
return self.value
class PauseBehavior(renpy.display.layout.Null):
"""
This is a class implementing the Pause behavior, which is to
return a value after a certain amount of time has elapsed.
"""
def __init__(self, delay, result=False, **properties):
super(PauseBehavior, self).__init__(**properties)
self.delay = delay
self.result = result
def event(self, ev, x, y, st):
if st >= self.delay:
# If we have been drawn since the timeout, simply return
# true. Otherwise, force a redraw, and return true when
# it comes back.
if renpy.game.interface.drawn_since(st - self.delay):
return self.result
else:
renpy.game.interface.force_redraw = True
renpy.game.interface.timeout(max(self.delay - st, 0))
class SoundStopBehavior(renpy.display.layout.Null):
"""
This is a class implementing the sound stop behavior,
which is to return False when a sound is no longer playing
on the named channel.
"""
def __init__(self, channel, result=False, **properties):
super(SoundStopBehavior, self).__init__(**properties)
self.channel = channel
self.result = result
def event(self, ev, x, y, st):
if not renpy.audio.music.get_playing(self.channel):
return self.result
renpy.game.interface.timeout(.025)
class SayBehavior(renpy.display.layout.Null):
"""
This is a class that implements the say behavior,
which is to return True (ending the interaction) if
the user presses space or enter, or clicks the left
mouse button.
"""
focusable = True
def __init__(self, default=True, afm=None, dismiss=[ 'dismiss' ], allow_dismiss=None, **properties):
super(SayBehavior, self).__init__(default=default, **properties)
if not isinstance(dismiss, (list, tuple)):
dismiss = [ dismiss ]
if afm is not None:
self.afm_length = len(afm)
else:
self.afm_length = None
# What keybindings lead to dismissal?
self.dismiss = dismiss
self.allow_dismiss = allow_dismiss
def set_afm_length(self, afm_length):
self.afm_length = max(afm_length, 1)
def event(self, ev, x, y, st):
if self.afm_length and renpy.game.preferences.afm_time and renpy.game.preferences.afm_enable:
afm_delay = ( 1.0 * ( renpy.config.afm_bonus + self.afm_length ) / renpy.config.afm_characters ) * renpy.game.preferences.afm_time
if renpy.game.preferences.text_cps:
afm_delay += 1.0 / renpy.game.preferences.text_cps * self.afm_length
if st > afm_delay:
if renpy.config.afm_callback:
if renpy.config.afm_callback():
return True
else:
renpy.game.interface.timeout(0.1)
else:
return True
else:
renpy.game.interface.timeout(afm_delay - st)
for dismiss in self.dismiss:
if map_event(ev, dismiss) and self.is_focused():
if renpy.config.skipping:
renpy.config.skipping = None
renpy.exports.restart_interaction()
raise renpy.display.core.IgnoreEvent()
if renpy.game.preferences.using_afm_enable and renpy.game.preferences.afm_enable:
renpy.game.preferences.afm_enable = False
renpy.exports.restart_interaction()
raise renpy.display.core.IgnoreEvent()
if self.allow_dismiss:
if not self.allow_dismiss():
raise renpy.display.core.IgnoreEvent()
return True
skip_delay = renpy.config.skip_delay / 1000.0
if renpy.config.allow_skipping and renpy.config.skipping:
if st >= skip_delay:
if renpy.game.preferences.skip_unseen:
return True
elif renpy.config.skipping == "fast":
return True
elif renpy.game.context().seen_current(True):
return True
else:
renpy.game.interface.timeout(skip_delay - st)
return None
##############################################################################
# Button
class Button(renpy.display.layout.Window):
keymap = { }
action = None
def __init__(self, child=None, style='button', clicked=None,
hovered=None, unhovered=None, action=None, role=None,
time_policy=None, keymap={},
**properties):
super(Button, self).__init__(child, style=style, **properties)
if isinstance(clicked, renpy.ui.Action):
action = clicked
if action is not None:
clicked = action
if not is_sensitive(action):
clicked = None
if role is None:
if action:
if is_selected(action):
role = 'selected_'
else:
role = ''
else:
role = ''
self.action = action
self.activated = False
self.clicked = clicked
self.hovered = hovered
self.unhovered = unhovered
self.focusable = clicked is not None
self.role = role
self.keymap = keymap
self.time_policy_data = None
def predict_one_action(self):
predict_action(self.clicked)
predict_action(self.hovered)
predict_action(self.unhovered)
if self.keymap:
for v in self.keymap.values():
predict_action(v)
def render(self, width, height, st, at):
if self.style.time_policy:
st, self.time_policy_data = self.style.time_policy(st, self.time_policy_data, self.style)
rv = super(Button, self).render(width, height, st, at)
if self.clicked:
rect = self.style.focus_rect
if rect is not None:
fx, fy, fw, fh = rect
else:
fx = self.style.left_margin
fy = self.style.top_margin
fw = rv.width - self.style.right_margin
fh = rv.height - self.style.bottom_margin
mask = self.style.focus_mask
if mask is True:
mask = rv
elif mask is not None:
mask = renpy.easy.displayable(mask)
mask = renpy.display.render.render(mask, rv.width, rv.height, st, at)
if mask is not None:
fmx = 0
fmy = 0
else:
fmx = None
fmy = None
rv.add_focus(self, None,
fx, fy, fw, fh,
fmx, fmy, mask)
return rv
def focus(self, default=False):
super(Button, self).focus(default)
if self.activated:
return None
rv = None
if not default:
rv = run(self.hovered)
self.set_transform_event(self.role + "hover")
self.child.set_transform_event(self.role + "hover")
return rv
def unfocus(self, default=False):
super(Button, self).unfocus(default)
if self.activated:
return None
if not default:
run_unhovered(self.hovered)
run(self.unhovered)
self.set_transform_event(self.role + "idle")
self.child.set_transform_event(self.role + "idle")
def per_interact(self):
if not self.clicked:
self.set_style_prefix(self.role + "insensitive_", True)
else:
self.set_style_prefix(self.role + "idle_", True)
super(Button, self).per_interact()
def event(self, ev, x, y, st):
# Call self.action.periodic()
timeout = run_periodic(self.action, st)
if timeout is not None:
renpy.game.interface.timeout(timeout)
# If we have a child, try passing the event to it. (For keyboard
# events, this only happens if we're focused.)
if self.is_focused() or not (ev.type == pygame.KEYDOWN or ev.type == pygame.KEYUP):
rv = super(Button, self).event(ev, x, y, st)
if rv is not None:
return rv
# If not focused, ignore all events.
if not self.is_focused():
return None
# Check the keymap.
for name, action in self.keymap.items():
if map_event(ev, name):
return run(action)
# Ignore as appropriate:
if map_event(ev, "button_ignore") and self.clicked:
raise renpy.display.core.IgnoreEvent()
# If clicked,
if map_event(ev, "button_select") and self.clicked:
self.activated = True
self.style.set_prefix(self.role + 'activate_')
if self.style.sound:
renpy.audio.music.play(self.style.sound, channel="sound")
rv = run(self.clicked)
if rv is not None:
return rv
else:
self.activated = False
if self.is_focused():
self.set_style_prefix(self.role + "hover_", True)
else:
self.set_style_prefix(self.role + "idle_", True)
raise renpy.display.core.IgnoreEvent()
return None
def set_style_prefix(self, prefix, root):
if root:
super(Button, self).set_style_prefix(prefix, root)
# Reimplementation of the TextButton widget as a Button and a Text
# widget.
def TextButton(text, style='button', text_style='button_text',
clicked=None, **properties):
text = renpy.text.text.Text(text, style=text_style) #@UndefinedVariable
return Button(text, style=style, clicked=clicked, **properties)
class ImageButton(Button):
"""
Used to implement the guts of an image button.
"""
def __init__(self,
idle_image,
hover_image,
insensitive_image = None,
activate_image = None,
selected_idle_image = None,
selected_hover_image = None,
selected_insensitive_image = None,
selected_activate_image = None,
style='image_button',
clicked=None,
hovered=None,
**properties):
insensitive_image = insensitive_image or idle_image
activate_image = activate_image or hover_image
selected_idle_image = selected_idle_image or idle_image
selected_hover_image = selected_hover_image or hover_image
selected_insensitive_image = selected_insensitive_image or insensitive_image
selected_activate_image = selected_activate_image or activate_image
self.state_children = dict(
idle_ = renpy.easy.displayable(idle_image),
hover_ = renpy.easy.displayable(hover_image),
insensitive_ = renpy.easy.displayable(insensitive_image),
activate_ = renpy.easy.displayable(activate_image),
selected_idle_ = renpy.easy.displayable(selected_idle_image),
selected_hover_ = renpy.easy.displayable(selected_hover_image),
selected_insensitive_ = renpy.easy.displayable(selected_insensitive_image),
selected_activate_ = renpy.easy.displayable(selected_activate_image),
)
super(ImageButton, self).__init__(renpy.display.layout.Null(),
style=style,
clicked=clicked,
hovered=hovered,
**properties)
def visit(self):
return list(self.state_children.values())
def get_child(self):
return self.style.child or self.state_children[self.style.prefix]
# This is used for an input that takes its focus from a button.
class HoveredProxy(object):
def __init__(self, a, b):
self.a = a
self.b = b
def __call__(self):
self.a()
if self.b:
return self.b()
class Input(renpy.text.text.Text): #@UndefinedVariable
"""
This is a Displayable that takes text as input.
"""
changed = None
prefix = ""
suffix = ""
caret_pos = 0
def __init__(self,
default="",
length=None,
style='input',
allow=None,
exclude=None,
prefix="",
suffix="",
changed=None,
button=None,
replaces=None,
editable=True,
**properties):
super(Input, self).__init__("", style=style, replaces=replaces, substitute=False, **properties)
self.content = str(default)
self.length = length
self.allow = allow
self.exclude = exclude
self.prefix = prefix
self.suffix = suffix
self.changed = changed
self.editable = editable
caretprops = { 'color' : None }
for i in properties:
if i.endswith("color"):
caretprops[i] = properties[i]
self.caret = renpy.display.image.Solid(xmaximum=1, style=style, **caretprops)
self.caret_pos = len(self.content)
if button:
self.editable = False
button.hovered = HoveredProxy(self.enable, button.hovered)
button.unhovered = HoveredProxy(self.disable, button.unhovered)
if isinstance(replaces, Input):
self.content = replaces.content
self.editable = replaces.editable
self.caret_pos = replaces.caret_pos
self.update_text(self.content, self.editable)
def update_text(self, content, editable):
if content != self.content or editable != self.editable:
renpy.display.render.redraw(self, 0)
if content != self.content:
self.content = content
if self.changed:
self.changed(content)
if content == "":
content = "\u200b"
self.editable = editable
# Choose the caret.
caret = self.style.caret
if caret is None:
caret = self.caret
if editable:
l = len(content)
self.set_text([self.prefix, content[0:self.caret_pos].replace("{", "{{"), caret,
content[self.caret_pos:l].replace("{", "{{"), self.suffix])
else:
self.set_text([self.prefix, content.replace("{", "{{"), self.suffix ])
# This is needed to ensure the caret updates properly.
def set_style_prefix(self, prefix, root):
if prefix != self.style.prefix:
self.update_text(self.content, self.editable)
super(Input, self).set_style_prefix(prefix, root)
def enable(self):
self.update_text(self.content, True)
def disable(self):
self.update_text(self.content, False)
def event(self, ev, x, y, st):
if not self.editable:
return None
l = len(self.content)
if map_event(ev, "input_backspace"):
if self.content and self.caret_pos > 0:
content = self.content[0:self.caret_pos-1] + self.content[self.caret_pos:l]
self.caret_pos -= 1
self.update_text(content, self.editable)
renpy.display.render.redraw(self, 0)
raise renpy.display.core.IgnoreEvent()
elif map_event(ev, "input_enter"):
if not self.changed:
return self.content
elif map_event(ev, "input_left"):
if self.caret_pos > 0:
self.caret_pos -= 1
self.update_text(self.content, self.editable)
renpy.display.render.redraw(self, 0)
raise renpy.display.core.IgnoreEvent()
elif map_event(ev, "input_right"):
if self.caret_pos < l:
self.caret_pos += 1
self.update_text(self.content, self.editable)
renpy.display.render.redraw(self, 0)
raise renpy.display.core.IgnoreEvent()
elif map_event(ev, "input_delete"):
if self.caret_pos < l:
content = self.content[0:self.caret_pos] + self.content[self.caret_pos+1:l]
self.update_text(content, self.editable)
renpy.display.render.redraw(self, 0)
raise renpy.display.core.IgnoreEvent()
elif ev.type == pygame.KEYDOWN and ev.str:
if ord(ev.str[0]) < 32:
return None
if self.length and len(self.content) >= self.length:
raise renpy.display.core.IgnoreEvent()
if self.allow and ev.str not in self.allow:
raise renpy.display.core.IgnoreEvent()
if self.exclude and ev.str in self.exclude:
raise renpy.display.core.IgnoreEvent()
content = self.content[0:self.caret_pos] + ev.str + self.content[self.caret_pos:l]
self.caret_pos += 1
self.update_text(content, self.editable)
raise renpy.display.core.IgnoreEvent()
# A map from adjustment to lists of displayables that want to be redrawn
# if the adjustment changes.
adj_registered = { }
# This class contains information about an adjustment that can change the
# position of content.
class Adjustment(renpy.object.Object):
"""
:doc: ui
:name: ui.adjustment class
Adjustment objects represent a value that can be adjusted by a bar
or viewport. They contain information about the value, the range
of the value, and how to adjust the value in small steps and large
pages.
"""
def __init__(self, range=1, value=0, step=None, page=0, changed=None, adjustable=None, ranged=None): #@ReservedAssignment
"""
The following parameters correspond to fields or properties on
the adjustment object:
`range`
The range of the adjustment, a number.
`value`
The value of the adjustment, a number.
`step`
The step size of the adjustment, a number. If None, then
defaults to 1/10th of a page, if set. Otherwise, defaults
to the 1/20th of the range.
This is used when scrolling a viewport with the mouse wheel.
`page`
The page size of the adjustment. If None, this is set
automatically by a viewport. If never set, defaults to 1/10th
of the range.
It's can be used when clicking on a scrollbar.
The following parameters control the behavior of the adjustment.
`adjustable`
If True, this adjustment can be changed by a bar. If False,
it can't.
It defaults to being adjustable if a `changed` function
is given or if the adjustment is associated with a viewport,
and not adjustable otherwise.
`changed`
This function is called with the new value when the value of
the adjustment changes.
`ranged`
This function is called with the adjustment object when
the range of the adjustment is set by a viewport.
.. method:: change(value)
Changes the value of the adjustment to `value`, updating
any bars and viewports that use the adjustment.
"""
super(Adjustment, self).__init__()
if adjustable is None:
if changed:
adjustable = True
self._value = value
self._range = range
self._page = page
self._step = step
self.changed = changed
self.adjustable = adjustable
self.ranged = ranged
def get_value(self):
if self._value > self._range:
return self._range
return self._value
def set_value(self, v):
self._value = v
value = property(get_value, set_value)
def get_range(self):
return self._range
def set_range(self, v):
self._range = v
if self.ranged:
self.ranged(self)
range = property(get_range, set_range) #@ReservedAssignment
def get_page(self):
if self._page is not None:
return self._page
return self._range / 10
def set_page(self, v):
self._page = v
page = property(get_page, set_page)
def get_step(self):
if self._step is not None:
return self._step
if self._page is not None and self.page > 0:
return self._page / 10
if isinstance(self._range, float):
return self._range / 10
else:
return 1
def set_step(self, v):
self._step = v
step = property(get_step, set_step)
# Register a displayable to be redrawn when this adjustment changes.
def register(self, d):
adj_registered.setdefault(self, [ ]).append(d)
def change(self, value):
if value < 0:
value = 0
if value > self._range:
value = self._range
if value != self._value:
self._value = value
for d in adj_registered.setdefault(self, [ ]):
renpy.display.render.redraw(d, 0)
if self.changed:
return self.changed(value)
return None
class Bar(renpy.display.core.Displayable):
"""
Implements a bar that can display an integer value, and respond
to clicks on that value.
"""
__version__ = 2
def after_upgrade(self, version):
if version < 1:
self.adjustment = Adjustment(self.range, self.value, changed=self.changed) # E1101
self.adjustment.register(self)
del self.range # E1101
del self.value # E1101
del self.changed # E1101
if version < 2:
self.value = None
def __init__(self,
range=None, #@ReservedAssignment
value=None,
width=None,
height=None,
changed=None,
adjustment=None,
step=None,
page=None,
bar=None,
style=None,
vertical=False,
replaces=None,
hovered=None,
unhovered=None,
**properties):
self.value = None
if adjustment is None:
if isinstance(value, renpy.ui.BarValue):
if isinstance(replaces, Bar):
value.replaces(replaces.value)
self.value = value
adjustment = value.get_adjustment()
renpy.game.interface.timeout(0)
else:
adjustment = Adjustment(range, value, step=step, page=page, changed=changed)
if style is None:
if self.value is not None:
if vertical:
style = self.value.get_style()[1]
else:
style = self.value.get_style()[0]
else:
if vertical:
style = 'vbar'
else:
style = 'bar'
if width is not None:
properties['xmaximum'] = width
if height is not None:
properties['ymaximum'] = height
super(Bar, self).__init__(style=style, **properties)
self.adjustment = adjustment
self.focusable = True
# These are set when we are first rendered.
self.thumb_dim = 0
self.height = 0
self.width = 0
self.hidden = False
self.hovered = hovered
self.unhovered = unhovered
def per_interact(self):
self.focusable = self.adjustment.adjustable
self.adjustment.register(self)
def predict_one(self):
pd = renpy.display.predict.displayable
style = self.style
pd(style.insensitive_fore_bar)
pd(style.idle_fore_bar)
pd(style.hover_fore_bar)
pd(style.selected_idle_fore_bar)
pd(style.selected_hover_fore_bar)
pd(style.insensitive_aft_bar)
pd(style.idle_aft_bar)
pd(style.hover_aft_bar)
pd(style.selected_idle_aft_bar)
pd(style.selected_hover_aft_bar)
pd(style.insensitive_thumb)
pd(style.idle_thumb)
pd(style.hover_thumb)
pd(style.selected_idle_thumb)
pd(style.selected_hover_thumb)
pd(style.insensitive_thumb_shadow)
pd(style.idle_thumb_shadow)
pd(style.hover_thumb_shadow)
pd(style.selected_idle_thumb_shadow)
pd(style.selected_hover_thumb_shadow)
def render(self, width, height, st, at):
# Handle redrawing.
if self.value is not None:
redraw = self.value.periodic(st)
if redraw is not None:
renpy.display.render.redraw(self, redraw)
# Store the width and height for the event function to use.
self.width = width
self.height = height
range = self.adjustment.range #@ReservedAssignment
value = self.adjustment.value
page = self.adjustment.page
if range <= 0:
if self.style.unscrollable == "hide":
self.hidden = True
return renpy.display.render.Render(width, height)
elif self.style.unscrollable == "insensitive":
self.set_style_prefix("insensitive_", True)
self.hidden = False
if self.style.bar_invert ^ self.style.bar_vertical:
value = range - value
bar_vertical = self.style.bar_vertical
if bar_vertical:
dimension = height
else:
dimension = width
fore_gutter = self.style.fore_gutter
aft_gutter = self.style.aft_gutter
active = dimension - fore_gutter - aft_gutter
if range:
thumb_dim = active * page / (range + page)
else:
thumb_dim = active
thumb_offset = abs(self.style.thumb_offset)
if bar_vertical:
thumb = render(self.style.thumb, width, thumb_dim, st, at)
thumb_shadow = render(self.style.thumb_shadow, width, thumb_dim, st, at)
thumb_dim = thumb.height
else:
thumb = render(self.style.thumb, thumb_dim, height, st, at)
thumb_shadow = render(self.style.thumb_shadow, thumb_dim, height, st, at)
thumb_dim = thumb.width
# Remove the offset from the thumb.
thumb_dim -= thumb_offset * 2
self.thumb_dim = thumb_dim
active -= thumb_dim
if range:
fore_size = active * value / range
else:
fore_size = active
fore_size = int(fore_size)
aft_size = active - fore_size
fore_size += fore_gutter
aft_size += aft_gutter
rv = renpy.display.render.Render(width, height)
if bar_vertical:
if self.style.bar_resizing:
foresurf = render(self.style.fore_bar, width, fore_size, st, at)
aftsurf = render(self.style.aft_bar, width, aft_size, st, at)
rv.blit(thumb_shadow, (0, fore_size - thumb_offset))
rv.blit(foresurf, (0, 0), main=False)
rv.blit(aftsurf, (0, height-aft_size), main=False)
rv.blit(thumb, (0, fore_size - thumb_offset))
else:
foresurf = render(self.style.fore_bar, width, height, st, at)
aftsurf = render(self.style.aft_bar, width, height, st, at)
rv.blit(thumb_shadow, (0, fore_size - thumb_offset))
rv.blit(foresurf.subsurface((0, 0, width, fore_size)), (0, 0), main=False)
rv.blit(aftsurf.subsurface((0, height - aft_size, width, aft_size)), (0, height - aft_size), main=False)
rv.blit(thumb, (0, fore_size - thumb_offset))
else:
if self.style.bar_resizing:
foresurf = render(self.style.fore_bar, fore_size, height, st, at)
aftsurf = render(self.style.aft_bar, aft_size, height, st, at)
rv.blit(thumb_shadow, (fore_size - thumb_offset, 0))
rv.blit(foresurf, (0, 0), main=False)
rv.blit(aftsurf, (width-aft_size, 0), main=False)
rv.blit(thumb, (fore_size - thumb_offset, 0))
else:
foresurf = render(self.style.fore_bar, width, height, st, at)
aftsurf = render(self.style.aft_bar, width, height, st, at)
rv.blit(thumb_shadow, (fore_size - thumb_offset, 0))
rv.blit(foresurf.subsurface((0, 0, fore_size, height)), (0, 0), main=False)
rv.blit(aftsurf.subsurface((width - aft_size, 0, aft_size, height)), (width-aft_size, 0), main=False)
rv.blit(thumb, (fore_size - thumb_offset, 0))
if self.focusable:
rv.add_focus(self, None, 0, 0, width, height)
return rv
def focus(self, default=False):
super(Bar, self).focus(default)
self.set_transform_event("hover")
if not default:
run(self.hovered)
def unfocus(self, default=False):
super(Bar, self).unfocus()
self.set_transform_event("idle")
if not default:
run_unhovered(self.hovered)
run(self.unhovered)
def event(self, ev, x, y, st):
if not self.focusable:
return None
if not self.is_focused():
return None
if self.hidden:
return None
range = self.adjustment.range #@ReservedAssignment
old_value = self.adjustment.value
value = old_value
vertical = self.style.bar_vertical
invert = self.style.bar_invert ^ vertical
if invert:
value = range - value
grabbed = (renpy.display.focus.get_grab() is self)
just_grabbed = False
if not grabbed and map_event(ev, "bar_activate"):
renpy.display.focus.set_grab(self)
just_grabbed = True
grabbed = True
if grabbed:
if vertical:
increase = "bar_down"
decrease = "bar_up"
else:
increase = "bar_right"
decrease = "bar_left"
if map_event(ev, decrease):
value -= self.adjustment.step
if map_event(ev, increase):
value += self.adjustment.step
if ev.type in (pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN):
if vertical:
tgutter = self.style.fore_gutter
bgutter = self.style.aft_gutter
zone_height = self.height - tgutter - bgutter - self.thumb_dim
if zone_height:
value = (y - tgutter - self.thumb_dim / 2) * range / zone_height
else:
value = 0
else:
lgutter = self.style.fore_gutter
rgutter = self.style.aft_gutter
zone_width = self.width - lgutter - rgutter - self.thumb_dim
if zone_width:
value = (x - lgutter - self.thumb_dim / 2) * range / zone_width
else:
value = 0
if isinstance(range, int):
value = int(value)
if value < 0:
value = 0
if value > range:
value = range
if invert:
value = range - value
if grabbed and not just_grabbed and map_event(ev, "bar_deactivate"):
renpy.display.focus.set_grab(None)
if value != old_value:
return self.adjustment.change(value)
return None
class Conditional(renpy.display.layout.Container):
"""
This class renders its child if and only if the condition is
true. Otherwise, it renders nothing. (Well, a Null).
Warning: the condition MUST NOT update the game state in any
way, as that would break rollback.
"""
def __init__(self, condition, *args, **properties):
super(Conditional, self).__init__(*args, **properties)
self.condition = condition
self.null = renpy.display.layout.Null()
self.state = eval(self.condition, vars(renpy.store))
def render(self, width, height, st, at):
if self.state:
return render(self.child, width, height, st, at)
else:
return render(self.null, width, height, st, at)
def event(self, ev, x, y, st):
state = eval(self.condition, vars(renpy.store))
if state != self.state:
renpy.display.render.redraw(self, 0)
self.state = state
if state:
return self.child.event(ev, x, y, st)
class TimerState(renpy.python.RevertableObject):
"""
Stores the state of the timer, which may need to be rolled back.
"""
# Prevents us from having to worry about our initialization being
# rolled back.
started = False
next_event = None
class Timer(renpy.display.layout.Null):
__version__ = 1
started = False
def after_upgrade(self, version):
if version < 1:
self.state = TimerState()
self.state.started = self.started
self.state.next_event = self.next_event
def __init__(self, delay, action=None, repeat=False, args=(), kwargs={}, replaces=None, **properties):
super(Timer, self).__init__(**properties)
if action is None:
raise Exception("A timer must have an action supplied.")
if delay <= 0:
raise Exception("A timer's delay must be > 0.")
# The delay.
self.delay = delay
# Should we repeat the event?
self.repeat = repeat
# The time the next event should occur.
self.next_event = None
# The function and its arguments.
self.function = action
self.args = args
self.kwargs = kwargs
# Did we start the timer?
self.started = False
if replaces is not None:
self.state = replaces.state
else:
self.state = TimerState()
def event(self, ev, x, y, st):
state = self.state
if not state.started:
state.started = True
state.next_event = st + self.delay
if state.next_event is None:
return
if st < state.next_event:
renpy.game.interface.timeout(state.next_event - st)
return
if not self.repeat:
state.next_event = None
else:
state.next_event = state.next_event + self.delay
if state.next_event < st:
state.next_event = st + self.delay
renpy.game.interface.timeout(state.next_event - st)
return run(self.function, *self.args, **self.kwargs)
class MouseArea(renpy.display.core.Displayable):
def __init__(self, hovered=None, unhovered=None, replaces=None, **properties):
super(MouseArea, self).__init__(**properties)
self.hovered = hovered
self.unhovered = unhovered
# Are we hovered right now?
self.is_hovered = False
if replaces is not None:
self.is_hovered = replaces.is_hovered
# Taken from the render.
self.width = 0
self.height = 0
def render(self, width, height, st, at):
self.width = width
self.height = height
return Render(width, height)
def event(self, ev, x, y, st):
if 0 <= x < self.width and 0 <= y < self.height:
is_hovered = True
else:
is_hovered = False
if is_hovered and not self.is_hovered:
self.is_hovered = True
return run(self.hovered)
elif not is_hovered and self.is_hovered:
self.is_hovered = False
run_unhovered(self.hovered)
run(self.unhovered)
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