CampBuddy/Camp.Buddy v2.2.1/Camp_Buddy-2.2.1-pc/renpy/display/focus.py
2025-03-03 23:00:33 +01:00

669 lines
17 KiB
Python

# Copyright 2004-2019 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 file contains code to manage focus on the display.
from __future__ import print_function
import pygame_sdl2 as pygame
import renpy.display
class Focus(object):
def __init__(self, widget, arg, x, y, w, h, screen):
self.widget = widget
self.arg = arg
self.x = x
self.y = y
self.w = w
self.h = h
self.screen = screen
def copy(self):
return Focus(
self.widget,
self.arg,
self.x,
self.y,
self.w,
self.h,
self.screen)
def __repr__(self):
return "<Focus: %r %r (%r, %r, %r, %r) %r>" % (
self.widget,
self.arg,
self.x,
self.y,
self.w,
self.h,
self.screen)
# The current focus argument.
argument = None
# The screen of the currently focused widget.
screen_of_focused = None
# The widget currently grabbing the input, if any.
grab = None
# The default focus for the current screen.
default_focus = None
# The type of input that caused the focus to change last. One of
# "keyboard" (for keyboard-like focus devices) or "mouse" (for mouse-like)
# focus devices.)
focus_type = "mouse"
# The same, but for the most recent input that might potentially cause
# the focus to change.
pending_focus_type = "mouse"
# The current tooltip and tooltip screen.
tooltip = None
# Sets the currently focused widget.
def set_focused(widget, arg, screen):
global argument
argument = arg
global screen_of_focused
screen_of_focused = screen
renpy.game.context().scene_lists.focused = widget
renpy.display.tts.displayable(widget)
global tooltip
# Figure out the tooltip.
if widget is None:
new_tooltip = None
else:
new_tooltip = widget._get_tooltip()
if tooltip != new_tooltip:
tooltip = new_tooltip
renpy.exports.restart_interaction()
def get_focused():
"""
Gets the currently focused displayable.
"""
return renpy.game.context().scene_lists.focused
def get_mouse():
"""
Gets the mouse associated with the currently focused displayable.
"""
focused = get_focused()
if focused is None:
return None
else:
return focused.style.mouse
def get_tooltip(screen=None):
"""
Gets the tooltip information.
"""
if screen is None:
return tooltip
if screen_of_focused is None:
return None
if screen_of_focused.screen_name[0] == screen:
return tooltip
if screen_of_focused.tag == screen:
return tooltip
return None
def set_grab(widget):
global grab
grab = widget
renpy.exports.cancel_gesture()
def get_grab():
return grab
# The current list of focuses that we know about.
focus_list = [ ]
# This takes in a focus list from the rendering system.
def take_focuses():
global focus_list
focus_list = [ ]
renpy.display.render.take_focuses(focus_list)
global default_focus
default_focus = None
global grab
grab_found = False
for f in focus_list:
if f.x is None:
default_focus = f
if f.widget is grab:
grab_found = True
if not grab_found:
grab = None
if (default_focus is not None) and (get_focused() is None):
change_focus(default_focus, True)
def focus_coordinates():
"""
:doc: other
This attempts to find the coordinates of the currently-focused
displayable. If it can, it will return them as a (x, y, w, h)
tuple. If not, it will return a (None, None, None, None) tuple.
"""
current = get_focused()
for i in focus_list:
if i.widget == current and i.arg == argument:
return i.x, i.y, i.w, i.h
return None, None, None, None
# A map from id(displayable) to the displayable that replaces it.
replaced_by = { }
def before_interact(roots):
"""
Called before each interaction to choose the focused and grabbed
displayables.
"""
global new_grab
global grab
# a list of focusable, name, screen tuples.
fwn = [ ]
def callback(f, n):
fwn.append((f, n, renpy.display.screen._current_screen))
for root in roots:
root.find_focusable(callback, None)
# Assign a full name to each focusable.
namecount = { }
fwn2 = [ ]
for fwn_tuple in fwn:
f, n, screen = fwn_tuple
serial = namecount.get(n, 0)
namecount[n] = serial + 1
if f is None:
continue
f.full_focus_name = n, serial
replaced_by[id(f)] = f
fwn2.append(fwn_tuple)
fwn = fwn2
# We assume id(None) is not in replaced_by.
replaced_by.pop(None, None)
# If there's something with the same full name as the current widget,
# it becomes the new current widget.
current = get_focused()
current = replaced_by.get(id(current), current)
if current is not None:
current_name = current.full_focus_name
for f, n, screen in fwn:
if f.full_focus_name == current_name:
current = f
set_focused(f, argument, screen)
break
else:
current = None
# Otherwise, focus the default widget.
if current is None:
defaults = [ ]
for f, n, screen in fwn:
if f.default:
defaults.append((f.default, f, screen))
if defaults:
if len(defaults) > 1:
defaults.sort()
_, f, screen = defaults[-1]
current = f
set_focused(f, None, screen)
if current is None:
set_focused(None, None, None)
# Finally, mark the current widget as the focused widget, and
# all other widgets as unfocused.
for f, n, screen in fwn:
if f is not current:
renpy.display.screen.push_current_screen(screen)
try:
f.unfocus(default=True)
finally:
renpy.display.screen.pop_current_screen()
if current:
renpy.display.screen.push_current_screen(screen_of_focused)
try:
current.focus(default=True)
finally:
renpy.display.screen.pop_current_screen()
# Update the grab.
grab = replaced_by.get(id(grab), None)
# Clear replaced_by.
replaced_by.clear()
# This changes the focus to be the widget contained inside the new
# focus object.
def change_focus(newfocus, default=False):
rv = None
if grab:
return
if newfocus is None:
widget = None
else:
widget = newfocus.widget
current = get_focused()
# Nothing to do.
if current is widget and (newfocus is None or newfocus.arg == argument):
return rv
global focus_type
focus_type = pending_focus_type
if current is not None:
try:
renpy.display.screen.push_current_screen(screen_of_focused)
current.unfocus(default=default)
finally:
renpy.display.screen.pop_current_screen()
current = widget
if newfocus is not None:
set_focused(current, newfocus.arg, newfocus.screen)
else:
set_focused(None, None, None)
if widget is not None:
try:
renpy.display.screen.push_current_screen(screen_of_focused)
rv = widget.focus(default=default)
finally:
renpy.display.screen.pop_current_screen()
return rv
def clear_focus():
"""
Clears the focus when the window loses mouse focus.
"""
change_focus(None)
# This handles mouse events, to see if they change the focus.
def mouse_handler(ev, x, y, default=False):
"""
Handle mouse events, to see if they change the focus.
`ev`
If ev is not None, this function checks to see if it is a mouse event.
"""
global pending_focus_type
if ev is not None:
if ev.type not in (pygame.MOUSEMOTION, pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN):
return
else:
pending_focus_type = "mouse"
new_focus = renpy.display.render.focus_at_point(x, y)
if new_focus is None:
new_focus = default_focus
return change_focus(new_focus, default=default)
# This focuses an extreme widget, which is one of the widgets that's
# at an edge. To do this, we multiply the x, y, width, and height by
# the supplied multiplers, add them all up, and take the focus with
# the largest value.
def focus_extreme(xmul, ymul, wmul, hmul):
max_focus = None
max_score = -(65536**2)
for f in focus_list:
if f.x is None:
continue
score = (f.x * xmul +
f.y * ymul +
f.w * wmul +
f.h * hmul)
if score > max_score:
max_score = score
max_focus = f
if max_focus:
return change_focus(max_focus)
# This calculates the distance between two points, applying
# the given fudge factors. The distance is left squared.
def points_dist(x0, y0, x1, y1, xfudge, yfudge):
return (( x0 - x1 ) * xfudge ) ** 2 + \
(( y0 - y1 ) * yfudge ) ** 2
# This computes the distance between two horizontal lines. (So the
# distance is either vertical, or has a vertical component to it.)
#
# The distance is left squared.
def horiz_line_dist(ax0, ay0, ax1, ay1, bx0, by0, bx1, by1):
# The lines overlap in x.
if bx0 <= ax0 <= ax1 <= bx1 or \
ax0 <= bx0 <= bx1 <= ax1 or \
ax0 <= bx0 <= ax1 <= bx1 or \
bx0 <= ax0 <= bx1 <= ax1:
return (ay0 - by0) ** 2
# The right end of a is to the left of the left end of b.
if ax0 <= ax1 <= bx0 <= bx1:
return points_dist(ax1, ay1, bx0, by0, renpy.config.focus_crossrange_penalty, 1.0)
else:
return points_dist(ax0, ay0, bx1, by1, renpy.config.focus_crossrange_penalty, 1.0)
# This computes the distance between two vertical lines. (So the
# distance is either hortizontal, or has a horizontal component to it.)
#
# The distance is left squared.
def verti_line_dist(ax0, ay0, ax1, ay1, bx0, by0, bx1, by1):
# The lines overlap in x.
if by0 <= ay0 <= ay1 <= by1 or \
ay0 <= by0 <= by1 <= ay1 or \
ay0 <= by0 <= ay1 <= by1 or \
by0 <= ay0 <= by1 <= ay1:
return (ax0 - bx0) ** 2
# The right end of a is to the left of the left end of b.
if ay0 <= ay1 <= by0 <= by1:
return points_dist(ax1, ay1, bx0, by0, 1.0, renpy.config.focus_crossrange_penalty)
else:
return points_dist(ax0, ay0, bx1, by1, 1.0, renpy.config.focus_crossrange_penalty)
# This focuses the widget that is nearest to the current widget. To
# determine nearest, we compute points on the widgets using the
# {from,to}_{x,y}off values. We pick the nearest, applying a fudge
# multiplier to the distances in each direction, that satisfies
# the condition (which is given a Focus object to evaluate).
#
# If no focus can be found matching the above, we look for one
# with an x of None, and make that the focus. Otherwise, we do
# nothing.
#
# If no widget is focused, we pick one and focus it.
#
# If the current widget has an x of None, we pass things off to
# focus_extreme to deal with.
def focus_nearest(from_x0, from_y0, from_x1, from_y1,
to_x0, to_y0, to_x1, to_y1,
line_dist,
condition,
xmul, ymul, wmul, hmul):
global pending_focus_type
pending_focus_type = "keyboard"
if not focus_list:
return
# No widget focused.
current = get_focused()
if not current:
change_focus(focus_list[0])
return
# Find the current focus.
for f in focus_list:
if f.widget is current and f.arg == argument:
from_focus = f
break
else:
# If we can't pick something.
change_focus(focus_list[0])
return
# If placeless, focus_extreme.
if from_focus.x is None:
focus_extreme(xmul, ymul, wmul, hmul)
return
fx0 = from_focus.x + from_focus.w * from_x0
fy0 = from_focus.y + from_focus.h * from_y0
fx1 = from_focus.x + from_focus.w * from_x1
fy1 = from_focus.y + from_focus.h * from_y1
placeless = None
new_focus = None
# a really big number.
new_focus_dist = (65536.0 * renpy.config.focus_crossrange_penalty) ** 2
for f in focus_list:
if f is from_focus:
continue
if not f.widget.style.keyboard_focus:
continue
if f.x is None:
placeless = f
continue
if not condition(from_focus, f):
continue
tx0 = f.x + f.w * to_x0
ty0 = f.y + f.h * to_y0
tx1 = f.x + f.w * to_x1
ty1 = f.y + f.h * to_y1
dist = line_dist(fx0, fy0, fx1, fy1,
tx0, ty0, tx1, ty1)
if dist < new_focus_dist:
new_focus = f
new_focus_dist = dist
# If we couldn't find anything, try the placeless focus.
new_focus = new_focus or placeless
# If we have something, switch to it.
if new_focus:
return change_focus(new_focus)
# And, we're done.
def focus_ordered(delta):
global pending_focus_type
pending_focus_type = "keyboard"
placeless = None
candidates = [ ]
index = 0
current = get_focused()
current_index = None
for f in focus_list:
if f.x is None:
placeless = f
continue
if f.arg is not None:
continue
if not f.widget.style.keyboard_focus:
continue
if f.widget is current:
current_index = index
candidates.append(f)
index += 1
new_focus = None
if current_index is None:
if candidates:
if delta > 0:
new_focus = candidates[delta - 1]
else:
new_focus = candidates[delta]
else:
new_index = current_index + delta
if 0 <= new_index < len(candidates):
new_focus = candidates[new_index]
new_focus = new_focus or placeless
return change_focus(new_focus)
def key_handler(ev):
map_event = renpy.display.behavior.map_event
if renpy.game.preferences.self_voicing:
if map_event(ev, 'focus_right') or map_event(ev, 'focus_down'):
return focus_ordered(1)
if map_event(ev, 'focus_left') or map_event(ev, 'focus_up'):
return focus_ordered(-1)
else:
if map_event(ev, 'focus_right'):
return focus_nearest(0.9, 0.1, 0.9, 0.9,
0.1, 0.1, 0.1, 0.9,
verti_line_dist,
lambda old, new : old.x + old.w <= new.x,
-1, 0, 0, 0)
if map_event(ev, 'focus_left'):
return focus_nearest(0.1, 0.1, 0.1, 0.9,
0.9, 0.1, 0.9, 0.9,
verti_line_dist,
lambda old, new : new.x + new.w <= old.x,
1, 0, 1, 0)
if map_event(ev, 'focus_up'):
return focus_nearest(0.1, 0.1, 0.9, 0.1,
0.1, 0.9, 0.9, 0.9,
horiz_line_dist,
lambda old, new : new.y + new.h <= old.y,
0, 1, 0, 1)
if map_event(ev, 'focus_down'):
return focus_nearest(0.1, 0.9, 0.9, 0.9,
0.1, 0.1, 0.9, 0.1,
horiz_line_dist,
lambda old, new : old.y + old.h <= new.y,
0, -1, 0, 0)