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Design in interface: changed colors and sizes

interface-2
Lev 3 years ago
parent
commit
833e3e4547
  1. 4
      degeon_py/active_chat.py
  2. 17
      degeon_py/chat_selector.py
  3. 9
      degeon_py/config.py
  4. 19
      degeon_py/degeon.py

4
degeon_py/active_chat.py

@ -3,7 +3,7 @@ from __future__ import annotations
from dataclasses import dataclass
import pygame
from config import HEIGHT, WIDTH
from config import HEIGHT, WIDTH, CHAT_SELECTOR_WIDTH
import degeon_core as dc
@ -17,7 +17,7 @@ class ActiveChat:
"""
chat: dc.Chat
height: int = HEIGHT
width: int = 3 * (WIDTH // 4)
width: int = WIDTH - CHAT_SELECTOR_WIDTH
@classmethod
def new(cls, chat: 'dc.Chat', **kwargs) -> ActiveChat:

17
degeon_py/chat_selector.py

@ -5,7 +5,7 @@ from dataclasses import dataclass, field
import pygame
from config import WIDTH, HEIGHT, DARK_BLUE, WHITE, GREY, BLUE, font
from config import CHAT_SELECTOR_WIDTH, HEIGHT, DARK_BLUE, WHITE, GREY, BLUE, font, CHAT_PREVIEW_HEIGHT, MEDIUM_BLUE
@dataclass
@ -23,27 +23,28 @@ class ChatSelector:
chat_height (int): height of one chat
"""
chats: typing.List['dc.Chat'] = field(default_factory=list)
active_chat: int = 0
active_chat: int = -1
hovered_chat: typing.Optional[int] = None
width: int = WIDTH // 3
width: int = CHAT_SELECTOR_WIDTH
height: int = HEIGHT
chat_height: int = HEIGHT // 4
chat_height: int = CHAT_PREVIEW_HEIGHT
def render(self) -> pygame.Surface:
"""
Creates a pygame surface and draws the list of chats on it
:return: the surface with the chat selector
"""
surface: pygame.Surface = pygame.Surface((self.width, self.chat_height * len(self.chats)))
surface: pygame.Surface = pygame.Surface((self.width, self.height))
surface.fill(GREY)
for i, chat in enumerate(self.chats):
bg_color, text_color = DARK_BLUE, WHITE
if i == self.hovered_chat:
bg_color = GREY
bg_color = MEDIUM_BLUE
if i == self.active_chat:
bg_color = BLUE
title_surface: pygame.Surface = font.render(chat.profile.name, True, text_color)
pygame.draw.rect(surface, bg_color, (0, i * self.chat_height + 1, self.width, self.chat_height - 2))
surface.blit(title_surface, (i * self.chat_height + 10))
pygame.draw.rect(surface, bg_color, (3, i * self.chat_height + 1, self.width - 6, self.chat_height - 2))
surface.blit(title_surface, (7, i * self.chat_height + 10))
return surface
def process_event(self, event: pygame.event.Event):

9
degeon_py/config.py

@ -12,11 +12,14 @@ MAGENTA = 0xFF03B8
CYAN = 0x00FFCC
BLACK = 0x000
WHITE = 0xFFFFFF
MEDIUM_BLUE = 0x2f2f4e
DARK_BLUE = 0x282e46
DARKER_BLUE = 0x202033
GREY = 0x383e4F
COLORS = [RED, BLUE, YELLOW, GREEN, MAGENTA, CYAN]
WIDTH = 900
HEIGHT = 700
WIDTH = 1000
HEIGHT = 800
CHAT_PREVIEW_HEIGHT = 80
CHAT_SELECTOR_WIDTH = WIDTH // 3
FPS = 30

19
degeon_py/degeon.py

@ -6,7 +6,7 @@ import pygame
from chat_selector import ChatSelector
from active_chat import ActiveChat
from config import FPS
from config import FPS, DARKER_BLUE, font, WHITE, WIDTH, CHAT_SELECTOR_WIDTH, HEIGHT
import degeon_core as dc
@ -43,12 +43,18 @@ class Degeon:
"""
chats_surface = self.chat_selector.render()
screen.blit(chats_surface, (0, 0))
if self.active_chat is not None:
pass
else:
text_surface: pygame.Surface = font.render('<- Select chat in the menu', True, WHITE)
screen.blit(text_surface,
(round(WIDTH / 2 + CHAT_SELECTOR_WIDTH / 2 - text_surface.get_width() / 2), HEIGHT // 2))
def process_core_messages(self):
"""
Do all the necessary Rust work
"""
pass # todo
pass # todo
def tick(self):
"""
@ -57,8 +63,10 @@ class Degeon:
# process events in core
self.process_core_messages()
self.chat_selector.chats = self.core.chats
if self.chat_selector.active_chat < len(self.chat_selector.chats):
if 0 <= self.chat_selector.active_chat < len(self.chat_selector.chats):
self.active_chat = ActiveChat.new(self.chat_selector.chats[self.chat_selector.active_chat])
else:
self.active_chat = None
def process_event(self, event: pygame.event.Event):
"""
@ -72,11 +80,12 @@ class Degeon:
Drawing everything and handling events
"""
while True:
self.clock.tick(self.fps)
screen.fill(DARKER_BLUE)
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
self.process_event(event)
self.tick()
self.render(screen)
pygame.display.update()
self.clock.tick(self.fps)
pygame.display.update()

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