blob: 446e37fdcda574ddf720e50e68b9407b4401e135 (
plain)
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
|
""" game.menu - Skeleton for menus """
import pygame
from sliceitoff.display import Scaling
from .explodeout import ExplodeOutGroup
MOUSE_TRESHOLD = 100
class Menu(ExplodeOutGroup):
""" sprite group with imputs to make selection """
def __init__(self, screen, items):
super().__init__()
self.items = items
self.selection = 0
self.mousey = 0
self.screen = screen
self.add(self.screen(self.selection))
def do_selection(self):
""" Default selection handler. Every action just ends menu. """
self.do_fadeout()
def update(self, dt = 0, **kwargs):
""" Does it all. Reads keyboard and updates screen """
if not super().update(dt = dt, **kwargs) or self.explode:
return
for event in pygame.event.get():
if event.type == pygame.QUIT:
self.selection = self.items - 1
self.do_selection()
break
if event.type == pygame.MOUSEBUTTONDOWN and event.button <= 3:
self.do_selection()
break
if event.type == pygame.KEYDOWN:
if self.process_key(event.key):
break
elif event.type == pygame.MOUSEMOTION:
self.process_mouse_motion()
self.empty()
self.add(self.screen(self.selection))
def process_mouse_motion(self):
""" Mouse movement up or down moves menu selection """
self.mousey += pygame.mouse.get_rel()[1]
pygame.mouse.set_pos(Scaling.center)
if abs(self.mousey) > MOUSE_TRESHOLD:
self.selection += 1 if self.mousey > 0 else -1
self.selection %= self.items
self.mousey = 0
def process_key(self, key):
""" Processes known key presses """
match key:
case pygame.K_KP_ENTER | pygame.K_RETURN | pygame.K_RIGHT:
self.do_selection()
return True
case pygame.K_ESCAPE | pygame.K_q | pygame.K_LEFT:
self.selection = self.items - 1
self.do_selection()
return True
case pygame.K_UP:
self.selection -= 1
self.selection %= self.items
case pygame.K_DOWN:
self.selection += 1
self.selection %= self.items
return False
|