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ui.py
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ui.py
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import numpy
import pygame
import PIL.Image
import PIL.ImageTk
import tkinter
from pygame import Surface, Rect, draw
from pygame.math import Vector2
from tkinter import *
from tkinter import filedialog
import utils
import statics
import ui
import assets
import level_handler
from tile import TileCanvas
from tools import Toolbox
#TEMP
import gc
class UIElement:
position: Vector2
dimensions: tuple
rect: Rect
updates = False # Does this UI element implement an update() function?
def __init__(self, rect: Rect) -> None:
self.position = rect.topleft
self.dimensions = (rect.w, rect.h)
self.rect = rect.copy()
def __init__(self, position: Vector2, dimensions: Vector2) -> None:
self.position = position.copy()
self.dimensions = dimensions
self.rect = Rect(
self.position.x,
self.position.y,
self.dimensions[0],
self.dimensions[1]
)
# ! Must call in ALL child objects on init!
def check_if_updates(self):
self.updates = True if getattr(self, 'update', None) != None else False
# ! Use these setters at all times
def set_position(self, x, y):
self.position.x = x
self.position.y = y
self.rect.topleft = (x, y)
def set_dimensions(self, w, h):
self.rect.w = w
self.rect.h = h
class Button(UIElement):
# ! Modify architecture of multiple functions; it is a bit janky. Perhaps make a separate class for buttons with multiple functions?
color = tuple
icon: Surface
functions = None
arguments = None
select_on_click = False
is_selected = False
__color: tuple
__is_pressed = False
def __init__(self, position: Vector2, dimensions: tuple, color: tuple, icon: Surface, functions, arguments, select_on_click = False) -> None:
super().__init__(position if position != None else Vector2(0, 0), dimensions)
self.check_if_updates()
self.color = color
self.icon = icon
if callable(functions):
self.functions = (functions,) # * Syntax for initializing single-element tuple
self.arguments = (arguments,)
else:
self.functions = functions
self.arguments = arguments
self.select_on_click = select_on_click
def update(self):
# Scan for clicks
if self.rect.collidepoint(pygame.mouse.get_pos()):
if pygame.mouse.get_pressed()[0]:
if not self.__is_pressed:
if len(self.functions) > 0 and len(self.functions) == len(self.arguments): # Execute all functions with their respective parameters in order provided
for i in range(len(self.functions)):
if self.arguments[i] != None:
self.functions[i](self.arguments[i])
else:
self.functions[i]()
if self.select_on_click:
self.is_selected = True
self.__color = (int(self.color[0] * 0.25), int(self.color[1] * 0.25), int(self.color[2] * 0.25))
self.__is_pressed = True
else:
self.__is_pressed = False
self.__color = (int(self.color[0] * 0.5), int(self.color[1] * 0.5), int(self.color[2] * 0.5))
# Check if button is selected if not being hovered or clicked to apply this color change
elif self.is_selected:
self.__color = (int(self.color[0] * 0.75), int(self.color[1] * 0.75), int(self.color[2] * 0.75))
# Default button color if not selected or clicked
else:
self.__color = self.color
# Draw background
draw.rect(statics.DISPLAY, (self.__color), self.rect)
# Draw icon at center
if self.icon != None:
statics.DISPLAY.blit(self.icon, (self.rect.center[0] - self.icon.get_width() / 2, self.rect.center[1] - self.icon.get_height() / 2))
class VerticalLayoutGroup(UIElement):
# ! All elements within group must have the same height!
elements: list
spacing: int
padding: int
element_height: int
def __init__(self, elements: list, position: Vector2, height: Vector2, spacing: int) -> None:
self.elements = elements
self.spacing = spacing
super().__init__(position, (self.elements[0].dimensions[0], height))
self.check_if_updates()
# Organize elements using LG properties
self.organize()
# ! Call only once, NEVER every frame!
def organize(self):
self.element_height = self.elements[0].dimensions[1]
self.padding = (self.dimensions[1] - (self.element_height * len(self.elements)) - (self.spacing * (len(self.elements) - 1))) / 2
for y in range(len(self.elements)):
self.elements[y].set_position(
self.position.x,
self.position.y + self.padding + self.element_height * y + self.spacing * y,
)
if type(self.elements[y]) == HorizontalLayoutGroup or type(self.elements[y]) == VerticalLayoutGroup:
self.elements[y].organize() # Organize child LG elements to match new organizations
def update(self):
# Update children of this layout group if they define an argumentless update() function
for element in self.elements:
if element.updates:
element.update()
class HorizontalLayoutGroup(UIElement):
# ! All elements within group must have the same width!
elements: list
spacing: int
padding: int
element_width: int
def __init__(self, elements: list, position: Vector2, width: Vector2, spacing: int) -> None:
self.elements = elements
self.spacing = spacing
super().__init__(position, (width, self.elements[0].dimensions[1]))
self.check_if_updates()
# Organize elements using LG properties
self.organize()
# ! Call only once, NEVER every frame!
def organize(self):
self.element_width = self.elements[0].dimensions[0]
self.padding = (self.dimensions[0] - (self.element_width * len(self.elements)) - (self.spacing * (len(self.elements) - 1))) / 2
for x in range(len(self.elements)):
self.elements[x].set_position(
self.position.x + self.padding + self.element_width * x + self.spacing * x,
self.position.y
)
if type(self.elements[x]) == HorizontalLayoutGroup or type(self.elements[x]) == VerticalLayoutGroup:
self.elements[x].organize() # Organize child LG elements to match new organizations
def update(self):
# Update children of this layout group if they define an argumentless update() function
for element in self.elements:
if element.updates:
element.update()
class ButtonPalette(UIElement):
palette = None
group = None
rows = None
spacing = 0
def __init__(self, items, shape, button_size, position, dimensions, spacing) -> None:
super().__init__(position, dimensions)
self.check_if_updates()
self.spacing = spacing
# Make palette and group on initialize
self.make_palette(items, shape, button_size)
self.make_group()
# ! Add procedure to make buttons as override; by default, make_palette() only initializes palette matrix!
def make_palette(self, items, shape, button_size):
self.palette = numpy.empty(shape, dtype=ui.Button) # Build empty matrix with passed shape
def make_group(self):
# Initialize rows manifest
self.rows = []
# Make individual row horizontal layout groups
for i in range(self.palette.shape[0]):
if self.palette[i][0] == None: # Terminate group construction if next row is empty
break
row_i = []
for j in range(self.palette.shape[1]):
if self.palette[i][j] != None:
row_i.append(self.palette[i][j])
else:
break
row_i_hlg = ui.HorizontalLayoutGroup(row_i, Vector2(0, 0), self.dimensions[0], self.spacing)
self.rows.append(row_i_hlg)
# Place all into vertical layout group NOTE At topleft of screen by dafault
self.group = ui.VerticalLayoutGroup(self.rows, self.position, self.dimensions[1], self.spacing)
def clear_selected_button(self):
# Clear selection from first selected button, this should be used when one button is meant to show that it is currently selected but we wish to clear it once we switch to another button.
for i in self.rows:
for j in i.elements:
if j.is_selected:
j.is_selected = False
return
def update(self):
# Update all buttons
self.group.update()
class TilePalette(ButtonPalette):
def make_palette(self, items, shape, button_size):
super().make_palette(items, shape, button_size)
for i in range(len(items)):
button_i = ui.Button(Vector2(0, 0), button_size, statics.FOREGROUND_COLOR, pygame.transform.scale(items[i].get_texture(), (16, 16)), (TileCanvas.set_swatch, self.clear_selected_button), (items[i], None), select_on_click=True)
utils.place_at_first_empty(button_i, self.palette, None) # Add button of each element to palette
class ToolPalette(ButtonPalette):
def make_palette(self, items, shape, button_size):
super().make_palette(items, shape, button_size)
for i in range(len(items)):
button_i = ui.Button(Vector2(0, 0), button_size, statics.FOREGROUND_COLOR, items[i].icon, (Toolbox.set_tool, self.clear_selected_button), (items[i], None), select_on_click=True)
utils.place_at_first_empty(button_i, self.palette, None) # Add button of each element to palette
class EditorWindow:
pass # TODO Merge TileEditor and ResizeWindow to be children of this class
class TileEditor:
# TODO Use hex to rgb converter to process this!
PADDING = 5
FOREGROUND_COLOR = '#4e596f'
BACKGROUND_COLOR = '#242a38'
MINUS_COLOR = '#ed553b'
PLUS_COLOR = '#3caea3'
FONT = ('pixelmix', 10)
active_window = None
rows = None
delete_image = None
add_image = None
add_button = None
def open():
# Create a new active window
TileEditor.active_window = Tk()
TileEditor.active_window.title('Tile Editor')
TileEditor.active_window.iconbitmap(assets.get_program_asset('logo.ico'))
TileEditor.active_window.configure(bg=TileEditor.FOREGROUND_COLOR)
TileEditor.active_window.protocol('WM_DELETE_WINDOW', TileEditor.on_close)
# Make column where entry box is located (4th) be weighted higher than all others, thus being allowed to resize
Grid.columnconfigure(TileEditor.active_window, 4, weight=1)
TileEditor.delete_image = PIL.ImageTk.PhotoImage(PIL.Image.open(assets.get_program_asset('minus.png')).resize((16, 16), PIL.Image.NEAREST))
TileEditor.add_image = PIL.ImageTk.PhotoImage(PIL.Image.open(assets.get_program_asset('plus.png')).resize((16, 16), PIL.Image.NEAREST))
# Append tile information to window
TileEditor.rows = []
for i, t in enumerate(TileCanvas.swatches):
TileEditor.rows.append(TileInfoWidget(t, i, TileEditor.active_window))
# Make add tile button
TileEditor.add_button = tkinter.Button(TileEditor.active_window, image=TileEditor.add_image, background=TileEditor.PLUS_COLOR, command=TileEditor.create_tile)
TileEditor.add_button.image = TileEditor.add_image
TileEditor.add_button.grid(row=len(TileEditor.rows) + 1, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
def on_close():
# Reload GUI to show changes to swatches
GUI.reload()
# Destroy window
TileEditor.active_window.destroy()
def create_tile():
if len(TileCanvas.swatches) == statics.SWATCH_LIMIT:
print("Cannot add swatch: swatch limit reached!")
return
# Add new swatch
TileCanvas.add_to_swatches(['sky.png'])
TileEditor.rows.append(TileInfoWidget(TileCanvas.swatches[len(TileCanvas.swatches) - 1], len(TileEditor.rows) + 1))
# Reposition add button
TileEditor.add_button.grid(row=len(TileEditor.rows) + 1, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
def delete_tile(index):
if len(TileCanvas.swatches) == 1:
print("Cannot remove swatch: At least 1 swatch is required!")
return
# Decache swatch texture, pop texture from swatches, destroy UI element
TileCanvas.swatches[index].uncache_texture()
TileCanvas.swatches.pop(index)
TileCanvas.fill_deleted()
TileEditor.rows.pop(index).delete()
# If the selected swatch was the deleted tile, set the first swatch active
if TileCanvas.swatch.deleted:
TileCanvas.swatch = TileCanvas.swatches[0]
# Reposition add button
TileEditor.add_button.grid(row=len(TileEditor.rows) + 1, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
# Collect garbage for debugging
gc.collect()
def update():
if TileEditor.active_window:
TileEditor.active_window.mainloop()
class TileInfoWidget:
info = None
row = None
texture_image = None
delete_button: tkinter.Button
icon_button: tkinter.Button
id_label: Label
tag_label: Label
tag_entry: Entry
def __init__(self, info, row, window = TileEditor.active_window) -> None:
self.info = info
self.row = row
self.texture_image = PIL.ImageTk.PhotoImage(PIL.Image.open(info.texture_ref).resize((16, 16), PIL.Image.NEAREST))
self.delete_button = tkinter.Button(window, image=TileEditor.delete_image, background=TileEditor.MINUS_COLOR, command=lambda:TileEditor.delete_tile(row))
self.icon_button = tkinter.Button(window, image=self.texture_image, background=TileEditor.FOREGROUND_COLOR, command=self.prompt_icon_replacement)
self.id_label = tkinter.Label(window, text='ID: {ID}'.format(ID=info.id), background=TileEditor.BACKGROUND_COLOR, foreground='white', font=TileEditor.FONT)
self.tag_label = Label(window, text='Properties:', background=TileEditor.FOREGROUND_COLOR, foreground='white', font=TileEditor.FONT)
self.tag_entry = Entry(window)
self.icon_button.image = self.texture_image # ! Tkinter reference handling sucks, so we must assign this to prevent the image from getting destroyed.
self.delete_button.grid(row=self.row, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
self.icon_button.grid(row=self.row, column=1, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
self.id_label.grid(row=self.row, column=2, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
self.tag_label.grid(row=self.row, column=3, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
self.tag_entry.grid(row=self.row, column=4, sticky=NSEW, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
def delete(self):
# Destroy all widgets
self.delete_button.destroy()
self.icon_button.destroy()
self.id_label.destroy()
self.tag_label.destroy()
self.tag_entry.destroy()
def prompt_icon_replacement(self, window = TileEditor.active_window):
# Get new texture
path = filedialog.askopenfilename(defaultextension='.jpg', filetypes=[('PNG Image', '.png')])
if path:
# Update texture
self.info.update_texture(path)
# Reload level textures
for y in range(statics.LEVEL_SIZE[1]):
for x in range(statics.LEVEL_SIZE[0]):
statics.tiles[y][x].reload()
# Rebuild icon widget
self.texture_image = PIL.ImageTk.PhotoImage(PIL.Image.open(path).resize((16, 16), PIL.Image.NEAREST))
self.icon_button = tkinter.Button(window, image=self.texture_image, background=TileEditor.FOREGROUND_COLOR, command=self.prompt_icon_replacement)
self.icon_button.image = self.texture_image # ! Tkinter reference handling sucks, so we must assign this to prevent the image from getting destroyed.
self.icon_button.grid(row=self.row, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
# Reload UI for displayed palette to properly show
GUI.reload()
class ResizeWindow:
PADDING = 5
FOREGROUND_COLOR = '#4e596f'
BACKGROUND_COLOR = '#242a38'
MINUS_COLOR = '#ed553b'
PLUS_COLOR = '#3caea3'
FONT = ('pixelmix', 10)
active_window = None
width_label: Label
width_entry: Entry
height_label: Label
height_entry: Entry
apply_button: tkinter.Button
def open():
# Create a new active window
ResizeWindow.active_window = Tk()
ResizeWindow.active_window.title('Resize Level')
ResizeWindow.active_window.iconbitmap(assets.get_program_asset('logo.ico'))
ResizeWindow.active_window.configure(bg=ResizeWindow.FOREGROUND_COLOR)
ResizeWindow.active_window.protocol('WM_DELETE_WINDOW', ResizeWindow.on_close)
ResizeWindow.active_window.geometry('300x100')
# Make column where entry boxes are located (2nd) be weighted higher than all others, thus being allowed to resize
Grid.columnconfigure(ResizeWindow.active_window, 1, weight=1)
# Create widgets
ResizeWindow.width_label = tkinter.Label(ResizeWindow.active_window, text='Width:', background=ResizeWindow.BACKGROUND_COLOR, foreground='white', font=ResizeWindow.FONT)
ResizeWindow.width_entry = tkinter.Entry(ResizeWindow.active_window)
ResizeWindow.height_label = tkinter.Label(ResizeWindow.active_window, text='Height:', background=ResizeWindow.BACKGROUND_COLOR, foreground='white', font=ResizeWindow.FONT)
ResizeWindow.height_entry = tkinter.Entry(ResizeWindow.active_window)
ResizeWindow.apply_button = tkinter.Button(ResizeWindow.active_window, font=ResizeWindow.FONT, fg='white', text='Apply', background=ResizeWindow.PLUS_COLOR, command=ResizeWindow.on_close)
# Grid widgets
ResizeWindow.width_label.grid(row=0, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
ResizeWindow.width_entry.grid(row=0, column=1, sticky=EW, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
ResizeWindow.height_label.grid(row=1, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
ResizeWindow.height_entry.grid(row=1, column=1, sticky=EW, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
ResizeWindow.apply_button.grid(row=2, column=0, sticky=W, padx=TileEditor.PADDING, pady=TileEditor.PADDING)
def on_close():
# Resize level only if at least one of new new widths is different TODO add failsafe for illegal input
w_new = int(ResizeWindow.width_entry.get())
h_new = int(ResizeWindow.height_entry.get())
if w_new != statics.LEVEL_SIZE[0] or h_new != statics.LEVEL_SIZE[1]:
TileCanvas.resize_level((w_new, h_new))
# Update main titlebar to show new dimensions
statics.update_window_title()
# Destroy window
ResizeWindow.active_window.destroy()
def update():
if ResizeWindow.active_window:
ResizeWindow.active_window.mainloop()
class GUI:
# Variabless
tool_palette = None
tile_palette = None
font = None
editor_button = None
resize_button = None
save_button = None
load_button = None
save_buttons = None
zoom_widget = None
zoom_widget_rect = None
def reload():
# Re-initialize project-dependent UI components
GUI.tile_palette = ui.TilePalette(items = TileCanvas.swatches, shape = (numpy.ceil(statics.SWATCH_LIMIT / 3).astype(int), 3), button_size = (32, 32), position = statics.R_SIDEBAR_TOPLEFT, dimensions = (statics.SIDEBAR_WIDTH, statics.DISPLAY_SIZE[1]), spacing = 30)
GUI.tile_palette.rows[0].elements[0].is_selected = True
# Init & Update
def initialize():
# Initialize UI components
GUI.tool_palette = ui.ToolPalette(items = Toolbox.toolbar, shape = (2, 2), button_size = (45, 45), position = Vector2(0, 0), dimensions = (statics.SIDEBAR_WIDTH, statics.DISPLAY_SIZE[1]), spacing = 30)
GUI.tile_palette = ui.TilePalette(items = TileCanvas.swatches, shape = (numpy.ceil(statics.SWATCH_LIMIT / 3).astype(int), 3), button_size = (32, 32), position = statics.R_SIDEBAR_TOPLEFT, dimensions = (statics.SIDEBAR_WIDTH, statics.DISPLAY_SIZE[1]), spacing = 30)
GUI.editor_button = ui.Button(Vector2(statics.R_SIDEBAR_TOPLEFT[0], statics.DISPLAY_SIZE[1] - 45), (statics.SIDEBAR_WIDTH, 45), statics.EDIT_COLOR, assets.ICON_edit, TileEditor.open, None)
GUI.resize_button = ui.Button(Vector2(statics.SIDEBAR_WIDTH + (statics.VIEWPORT_SIZE[0] / 2) - (45 / 2), statics.DISPLAY_SIZE[1] - 45), (45, 45), (25, 25, 25), assets.ICON_resize, ResizeWindow.open, None, False)
GUI.save_button = ui.Button(Vector2(0, 0), (statics.SIDEBAR_WIDTH / 2, 45), statics.SAVE_COLOR, assets.ICON_save, level_handler.ProjectData.save_project, None)
GUI.load_button = ui.Button(Vector2(0, 0), (statics.SIDEBAR_WIDTH / 2, 45), statics.LOAD_COLOR, assets.ICON_load, (level_handler.ProjectData.load_project, GUI.reload), (None, None))
GUI.save_buttons = ui.HorizontalLayoutGroup([GUI.save_button, GUI.load_button], Vector2(0, statics.DISPLAY_SIZE[1] - 45), statics.SIDEBAR_WIDTH, 0)
# Mark first tile & tool buttons as selected
GUI.tool_palette.rows[0].elements[0].is_selected = True
GUI.tile_palette.rows[0].elements[0].is_selected = True
# Make font
GUI.font = pygame.font.Font(assets.get_program_asset('pixelmix.ttf'), 14)
def update():
# Update UI componentss
GUI.tool_palette.update()
GUI.tile_palette.update()
GUI.save_buttons.update()
GUI.editor_button.update()
GUI.resize_button.update()
# Update zoom widget
GUI.zoom_widget = GUI.font.render('{Z}x'.format(Z=statics.zoom), True, (255, 255, 255))
statics.VIEWPORT.blit(GUI.zoom_widget, (10, 10))
# Handle external active_window
TileEditor.update()
ResizeWindow.update()