/usr/share/pyshared/elements/menu.py is in python-elements 0.13+svn20090823.230+dfsg-2build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 | """
This file is part of the 'Elements' Project
Elements is a 2D Physics API for Python (supporting Box2D2)
Copyright (C) 2008, The Elements Team, <elements@linuxuser.at>
Home: http://elements.linuxuser.at
IRC: #elements on irc.freenode.org
Code: http://www.assembla.com/wiki/show/elements
svn co http://svn2.assembla.com/svn/elements
License: GPLv3 | See LICENSE for the full text
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, see <http://www.gnu.org/licenses/>.
"""
import pygame
from pygame.locals import *
import tools
COLOR_HEX_BLUE1 = "6491a4"
COLOR_HEX_BLUE2 = "9ec9ff"
class MenuItem:
# padding [px]: left, top, right, bottom
padding = (5, 2, 5, 2)
def empty(self, *args):
pass
def __init__(self, title, pos, userData, parent=None, callback=None):
self.title = title
self.userData = userData
self.parent = parent
self.childs = []
if self.parent:
self.visible = False
else:
self.visible = True
if callback:
self.callback = callback
else:
self.callback = self.empty
# Create Surface and Stuff :)
self.font = pygame.font.Font(None, 32)
text = self.font.render(title, 1, (255,255,255))
rx, ry, rw, rh = rect = text.get_rect()
pl, pt, pr, pb = self.padding
s1 = pygame.Surface((rw+pl+pr, rh+pt+pb))
s1.fill(tools.hex2rgb(COLOR_HEX_BLUE1))
s1.blit(text, (pl, pt))
s2 = pygame.Surface((rw+pl+pr, rh+pt+pb))
s2.fill(tools.hex2rgb(COLOR_HEX_BLUE2))
s2.blit(text, (pl, pt))
self.rect = s1.get_rect().move(pos)
self.surface_inactive = s1
self.surface_active = s2
def pos_inside(self, pos):
if not self.visible:
return False
x,y,w,h = self.rect
px, py = pos
if px > x and px < x+w and py > y and py < y+h:
return True
else:
return False
class MenuClass:
""" Important: Never delete an Item, just overwrite it if deleting,
else the menuitem id's get messed up
"""
# current active menu point it
focus = False
# each item is stored as MenuItem
items = []
# where to start drawing
start_at = (0, 0)
# menubar properties
height = 0 # px
width = 0 # px (set in set_width)
setWidth = False # if width was set by hand (if not, increase width by adding stuff)
def __init__(self):
self.draw_at = self.start_at
def set_width(self, width):
self.setWidth = True
self.width = width
def addItem(self, title, callback=None, userData='', parent=None):
# Get position for the Item
if parent: draw_at = (0,0)
else: draw_at = self.draw_at
# Create Items
M = MenuItem(title=title, pos=draw_at, userData=userData, parent=parent, callback=callback)
self.items.append(M)
# Set a new position
x,y,w,h = M.rect
x, y = self.draw_at
if parent:
# Set the info that the item has a child to the parent item
self.items[parent-1].childs.append(len(self.items)-1)
else:
# New next drawing position
self.draw_at = (x+w, y)
# Adjust the width of the menu bar
if not self.setWidth:
self.width = x+w
# Adjust the height of the menu bar
if h > self.height: self.height = h + 2
# Return array id of this item
return len(self.items)
def click(self, pos):
""" Checks a click for menuitems and starts the callback if found
Return: True if a menu item was found or hit the MenuBar, and False if not
"""
focus_in = self.focus
found = False
for i in xrange(len(self.items)):
item = self.items[i]
if item.pos_inside(pos):
found = True
item.callback(item.title, item.userData)
# Expand the menu if necessary
if len(item.childs) > 0:
self.focus = i+1
# Close any opened menu windows if clicked somewhere else
if self.focus == focus_in:
self.focus = False
self.subwin_rect = (0,0,0,0)
for item in self.items:
if item.parent:
item.visible = False
# Check if click is inside menubar
x,y = pos
mx, my = self.start_at
if found:
return True
else:
return False
def draw(self, surface):
""" Draw the menu with pygame on a given surface
"""
s = pygame.Surface((self.width, self.height))
s.fill(tools.hex2rgb(COLOR_HEX_BLUE1))
surface.blit(s, (0,0))
for i in xrange(len(self.items)):
item = self.items[i]
if not item.parent:
x,y,w,h = item.rect
if self.focus == i+1:
surface.blit(item.surface_active, (x,y))
else:
surface.blit(item.surface_inactive, (x,y))
# If a menu item is open, draw that
if self.focus:
width = 0
height = 0
i = []
for j in self.items:
if j.parent == self.focus:
i.append(j)
x, y, w, h = j.rect
if w > width: width = w
height += h
if len(i) > 0:
s = pygame.Surface((width, height))
s.fill(tools.hex2rgb(COLOR_HEX_BLUE1))
# Parent Coordinates
px, py, pw, ph = self.items[self.focus-1].rect
# y Counter
y = 0
for item in i:
item.visible = True
s.blit(item.surface_inactive, (0, y))
ix, iy, iw, ih = item.rect
if (ix, iy) == (0, 0):
item.rect = item.rect.move((px, y+ph))
ix, iy, iw, ih = item.rect
if iw < width:
item.rect = (ix,iy,width,ih)
y += ih
surface.blit(s, (px,py+ph))
self.subwin_rect = s.get_rect().move(px, py+ph)
|