Blender-Pipeline/UI/UI_elements.py

956 lines
36 KiB
Python

# THIS FILE IS A PART OF VCStudio
# PYTHON 3
# This a console project manager.
import os
import math
import threading
# GTK module ( Graphical interface
import gi
gi.require_version('Gtk', '3.0')
from gi.repository import Gtk
from gi.repository import Gdk
from gi.repository import GLib
from gi.repository import GdkPixbuf
import cairo
# Own modules
from settings import settings
from settings import talk
from settings import fileformats
# UI
from UI import UI_color
def roundrect(layer, win, x, y, width, height, r, button=False, icon=False,
tip="", fill=True, url="", clip=False, offset=[0,0]):
# This function draws a rectangle with rounded edges.
# A button variable is a calable for the button action. Basically it's a
# function. Roundrect will act as a button.
if button:
#if not current url in the software
if url and url != win.url:
# So icons would not disappear LOL
if icon:
image(layer, win, "settings/themes/"\
+win.settings["Theme"]+"/icons/"+icon+".png", x, y)
return
# If UI testing is on preview. Buttons.
if win.current["testing"]:
UI_color.set(layer, win, "testing_banner")
layer.rectangle(x,y,width,height)
layer.stroke()
if win.current['mx'] in range(int(x+offset[0]), int(x+width+offset[0])) \
and win.current['my'] in range(int(y+offset[1]), int(y+height+offset[1])) :
do = True
if clip:
if win.current['mx'] in range(int(clip[0]), int(clip[0]+clip[2])) \
and win.current['my'] in range(int(clip[1]), int(clip[1]+clip[3])) :
do = True
else:
do = False
else:
do = False
if do:
# If holding click
if win.current["LMB"]:
UI_color.set(layer, win, "button_clicked")
else:
UI_color.set(layer, win, "button_active")
# If clicked
if win.previous["LMB"] and not win.current["LMB"]:
button()
# Button might have a tooltip as well
if tip:
tooltip(win, tip)
else:
do = True
if do:
# Making sure that round rectangle will not be smaller then it's round-
# ness. Also with width and height zero, it's going to draw a circle.
if width < r*2:
width = r*2
if height < r*2:
height = r*2
# actuall drawing
layer.move_to(x,y+r)
layer.arc(x+r, y+r, r, math.pi, 3*math.pi/2)
layer.arc(x+width-r, y+r, r, 3*math.pi/2, 0)
layer.arc(x+width-r, y+height-r, r, 0, math.pi/2)
layer.arc(x+r, y+height-r, r, math.pi/2, math.pi)
layer.close_path()
if fill:
layer.fill()
# Icon is a continuation of the button part. Because you need a way to see
# that that the button is even there to begin with.
if icon:
image(layer, win, "settings/themes/"\
+win.settings["Theme"]+"/icons/"+icon+".png", x, y)
def animate(name, win, v1=0, v2=None, time=10, force=False):
# This function will make animating values over time possible. For smooth
# Transisions and things like this it's going to be very usefull.
# Let's clear mess in case they I'm lazy to make all the things
if v2 == None:
v2 = v1
# Set up the animation into the animations. If it's not there yet.
if name not in win.animations or force:
win.animations[name] = [
v1,
v2,
time,
win.current["frame"]
]
# Let's get data out of the win.animation[name]
v1 = win.animations[name][0]
v2 = win.animations[name][1]
time = win.animations[name][2]
start = win.animations[name][3]
frame = win.current["frame"]
if time == 0:
return v2
# If animation is over.
if start + time < frame:
return v2
# If v1 and v2 are the same. I'm doing it here. In case the value would be
# Animated later. So it will create the animation instance.
if v1 == v2:
return v2
if v1 < v2:
vN = v1 + ((v2 - v1)/time*(frame-start))
else:
vN = v1 - ((v1 - v2)/time*(frame-start))
return vN
def blur(surface, win, amount):
# This function will blur a given layer by scaling it down and scaling it
# back up. It will be doing it only when a given blur setting it active.
# To avoid all kinds of Zero devision problems. And speed up the draw if
# using animated blur values.
if amount < 3: # When Blue value was less then 3 it felt sharp but not enough
return surface # Which caused sense of uneasiness.
# Setting up initial Blur
if not "Blur" in win.settings:
settings.write("Blur", True) # Writing to file
win.settings = settings.load_all() # Loading file back to RAM
# If to active blur. Will be changed in the graphics settings.
if win.settings["Blur"]:
# scaling down
surface1 = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
win.current['h'])
slacedownlayer = cairo.Context(surface1)
slacedownlayer.scale(1/amount,
1/amount)
slacedownlayer.set_source_surface(surface, 0 , 0)
slacedownlayer.paint()
#scaling back up
surface2 = cairo.ImageSurface(cairo.FORMAT_ARGB32, win.current['w'],
win.current['h'])
slaceuplayer = cairo.Context(surface2)
slaceuplayer.scale(amount,
amount)
slaceuplayer.set_source_surface(surface1, 0 , 0)
slaceuplayer.paint()
return surface2
else:
return surface
def image(layer, win ,path, x, y, width=0, height=0, fit="crop", cell=0):
# This module will handle drawing images to the layers. It's not that hard
# to do in cairo by default. But i'm doing it at every frame. And so it
# means a system of images should exist to take out the load. Basically
# it will make sure the images is loaded only ones. And for the next draw
# calls it will forward the old image.
# Attempt of optimization. Keeping in mind the nature of the programm. Basi-
# cally I will not load image unless x and y are in frame. Kind a ugly. I
# know. But I don't want to even bother checking the resolution of the image
# if it's not in a frame. Roughly speaking. Will see maybe I will make do
# something to make it better.
if cell not in win.images:
win.images[cell] = {}
if int(x) not in range(int(0-width ), int(win.current["w"])) or \
int(y) not in range(int(0-height), int(win.current["h"])) :
return
# If you ran this software you probably noticed that images are loading
# dynamically. I did it using this following crazy algorythm borowed from
# the old organizer. Basically for each image I see it's any image is loading
# at the moment. If yes, wait. If not loading. Meaning it can take the turn
# I create a thread using GLib. Because I'm lazy. Which is loading the image.
# Basically the UI keeps working before all images are loaded.
if path not in win.images[cell] or win.images[cell][path] == "LOADING-IMAGE":
win.images[cell][path] = "LOADING-IMAGE"
if win.imageload < 1: # This needs to be fixed. Because multithreading
win.imageload += 1 # gives tons of errors when loading single images.
def loadimage(layer, win ,path, x, y, width, height, fit):
# Loading the image into the cairo.
try:
# It could be not PNG
try:
loadimage = cairo.ImageSurface.create_from_png(path)
except:
# If it's not png it's gonna take few steps
# Let's first of all see if it's a blend file.
part = path.replace("/", "_").replace(" ", "_")
if path.endswith(".blend") or path.endswith(".blend1"):
IF = os.system("python3 "+os.getcwd()+"/UI/blender-thumbnailer.py "\
+path+" /tmp/vcstudio_blender_thumbnail"+part+".png")
if not IF:
load1 = GdkPixbuf.Pixbuf.new_from_file("/tmp/vcstudio_blender_thumbnail"+part+".png")
else:
load1 = GdkPixbuf.Pixbuf.new_from_file("settings/themes/"\
+win.settings["Theme"]+"/icons/blender.png")
os.remove("/tmp/vcstudio_blender_thumbnail"+part+".png")
else:
# if video
video = False
for f in fileformats.videos:
if path.endswith(f):
video = True
if video:
IF = os.system("totem-video-thumbnailer -s "+str(width)+" "+path\
+" /tmp/vcstudio_video_thumbnail"+part+".png")
if not IF:
load1 = GdkPixbuf.Pixbuf.new_from_file("/tmp/vcstudio_video_thumbnail"+part+".png")
else:
load1 = GdkPixbuf.Pixbuf.new_from_file("settings/themes/"\
+win.settings["Theme"]+"/icons/video.png")
os.remove("/tmp/vcstudio_video_thumbnail"+part+".png")
else:
# if image
image = False
for f in fileformats.images:
if path.endswith(f):
image = True
if image:
try:
load1 = GdkPixbuf.Pixbuf.new_from_file(path)
except:
load1 = GdkPixbuf.Pixbuf.new_from_file("settings/themes/"\
+win.settings["Theme"]+"/icons/image.png")
else:
if path.endswith(".progress"):
load1 = GdkPixbuf.Pixbuf.new_from_file("settings/themes/"\
+win.settings["Theme"]+"/icons/checklist.png")
else:
load1 = GdkPixbuf.Pixbuf.new_from_file("settings/themes/"\
+win.settings["Theme"]+"/icons/file.png")
# First we need to make a pixbuf.
Px = load1.get_width()
Py = load1.get_height()
# Then to convert the pixbuf to a cairo surface
loadimage = cairo.ImageSurface(cairo.FORMAT_ARGB32, Px, Py)
imagedraw = cairo.Context(loadimage)
Gdk.cairo_set_source_pixbuf( imagedraw, load1, 0, 0)
imagedraw.paint()
# If I want to resize the image for an icon or something. There is
# gonna be the folowing algorythm.
if width or height:
dx = 0
dy = 0
imagesurface = cairo.ImageSurface(cairo.FORMAT_ARGB32, width, height)
imagedraw = cairo.Context(imagesurface)
# Crop effect. Really hard on my brains.
if fit == 'crop':
if height > loadimage.get_height()\
or width > loadimage.get_width():
dx = (width/2) -(loadimage.get_width() /2)
dy = (height/2)-(loadimage.get_height()/2)
else:
factor = 1
if (loadimage.get_height()*(width/loadimage.get_width()))\
< height:
factor = height / loadimage.get_height()
else:
factor = width / loadimage.get_width()
#factor = 0.1
imagedraw.scale(factor, factor)
dx = (width/2)/factor -(loadimage.get_width() /2)
dy = (height/2)/factor -(loadimage.get_height()/2)
imagedraw.set_source_surface(loadimage, dx, dy)
imagedraw.paint()
else:
imagesurface = loadimage
except Exception as e:
print(e)
imagesurface = cairo.ImageSurface(cairo.FORMAT_ARGB32, 10, 10)
# Saving it into the win.images
win.images[cell][path] = imagesurface
win.imageload -= 1
#GLib.timeout_add(1, loadimage, layer, win ,path, x, y, width, height, fit)
t = threading.Thread(target=loadimage, args=(layer, win ,path, x, y, width, height, fit))
t.start()
#loading it back
else:
if win.images[cell][path] != "LOADING-IMAGE":
imagesurface = win.images[cell][path]
# Writting the image to the screen
layer.set_source_surface(imagesurface, x, y)
layer.paint()
# And if testing
if win.current["testing"]:
UI_color.set(layer, win, "testing_image")
layer.rectangle(x,y,imagesurface.get_width(),imagesurface.get_height())
layer.stroke()
def tooltip(win, text):
layer = win.tooltip
# This function draws a tooltip helper window.
# Just in case
text = str(text)
# Let's get dimantions of the cube first.
lines = 0
maxletters = 0
for line in text.split("\n"):
lines += 1
if len(line) > maxletters:
maxletters = len(line)
# Now when we now the mount of lines and the max lenght of a line. We can
# start actually drawing something.
# Let's try to make so it's not out of the frame.
sx = win.current["mx"]
sy = win.current["my"]
if sx+(maxletters*9)+40 > win.current["w"]:
sx = win.current["w"] - ((maxletters*9)+40)
if sy+(lines*20)+10 > win.current["h"]:
sy = win.current["h"] - ((lines*20)+10)
# Rectangle
UI_color.set(layer, win, "node_background")
roundrect(layer, win,
sx,
sy,
(maxletters*9)+40,
(lines*20)+10,
10)
# Text it self
layer.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL,
cairo.FONT_WEIGHT_NORMAL)
layer.set_font_size(15)
UI_color.set(layer, win, "text_normal")
for num, line in enumerate(text.split("\n")):
layer.move_to(sx+20,
sy+20+(20*num) )
layer.show_text(line)
def scroll_area(layer, win, name, x, y, width, height, maxlength,
bar=False,sideways=False, mmb=False, mmb_only=False,
url="", strenght=50, bar_always=False):
# This function going to handle all the scrolling windows. Making it so it's
# relativelly simple to set up big widgets with in small areas.
# It will handle only the value of the scroll stored in win.scroll[name]
if maxlength == 0:
maxlength = 1
x = int(x)
y = int(y)
width = int(width)
height = int(height)
# First let's set one up if it's not setup
if name not in win.scroll:
win.scroll[name] = 0
return
# Getting scroll amount based on all kinds of settings. AT THIS MOMENT
# IT'S IN AN ALPHA BECAUSE I'M LAZY. I GONNA IMPLEMENT THING AS I NEED THEM
# Or you can do that. IDK...
amount = 0.0
if win.current['mx'] in range(x, x+width) \
and win.current['my'] in range(y, y+height) :
if not mmb_only:
amount = win.current["scroll"][1]*strenght
if mmb_only:
mmb = True
# Middle mouse button scroll, or using a graphical tablet.
if mmb:
if win.current["MMB"]:
if not sideways:
amount = 0 - ( win.current["my"] - win.previous["my"] )
else:
amount = 0 - ( win.current["mx"] - win.previous["mx"] )
# I guess I need to separate the logic into a separate minifunction.
# I will use later for the scroll bar thingy. So not to rewrite the code
# Here is a function thingy.
def logic():
if url and url != win.url:
return
# Scroll logic
win.scroll[name] -= amount
if not sideways:
# If too low
if win.scroll[name] < (1-maxlength+height):
win.scroll[name] = (1-maxlength+height)
# If too high
if win.scroll[name] > 0:
win.scroll[name] = 0
else:
# If too low
if win.scroll[name] < (1-maxlength+width):
win.scroll[name] = (1-maxlength+width)
# If too high
if win.scroll[name] > 0:
win.scroll[name] = 0
logic()
# Not BAR. Which is going to be drawn at a side of what ever content there
# Basically a scrollbar. But implemented from scratch. Because I'm crazy.
# and have nothing better to do now.
if bar:
# For now I'm going to implement only vertical bar. I gonna implement
# the horisontal one when the time comes.
if not sideways:
# Fist let's make some math in front. Because things like this
# require ton of maths. And it's good to have some predone.
tobreak = False # Also if we can abort the operation early with it.
fraction = height / maxlength # Similar to progress bar for now
if fraction > 1:
tobreak = True
fraction = 1
# To break parameter basically says. To draw it the bar only when
# it's actully needed. When content aka maxlength is bigger then
# our viewport.
if not tobreak or bar_always:
# Now the offset value. That will move our progress bar with
# the scroll value.
offset = (height-60)*( (1-win.scroll[name]) / maxlength )
# Background bar
UI_color.set(layer, win, "background")
roundrect(layer, win,
(x+width)-20,
y+30,
10,
height-60,
5
)
# Active bar
UI_color.set(layer, win, "button_active")
# Let's save a little bit more math because it's going to be
# vild. And I love it.
Lx = (x+width)-20
LSx = 10
Ly = y+30+offset
LSy = (height-60)*fraction
# Mouse over thingy. To make the bat a tiny bit brighter.
# indicating to the user that it's now could be used.
if win.current['mx'] in range(int(Lx), int(Lx+LSx)) \
and win.current['my'] in range(int(Ly), int(Lx+LSy)) :
UI_color.set(layer, win, "button_clicked")
# Now separatelly we gonna check for if the mouse pressed.
# Remember if it's not pressed it's False. It's written in one
# of the files. Basically I want to be able to move the mouse
# outside the bar while moving. And so it won't cancel the motion.
# It seems like I did something wrong. Anyways it works.
if win.current["LMB"]:
if int(win.current['LMB'][0]) in range(int(Lx), int(Lx+LSx)) \
and int(win.current['LMB'][1]) in range(int(y), int(y+(height-60))) :
UI_color.set(layer, win, "button_clicked")
# A bit more math to set the value back.
amount = ( win.current["my"] - win.previous["my"] ) / \
(height-60) * maxlength
logic() # Yeah. Look a few lines back.
# And only after all of this nonsense we can draw the cube. Or
# should I say roundrect? A button? Aaaaaa....
roundrect(layer, win,
Lx,
Ly,
LSx,
LSy,
5
)
else:
# Fist let's make some math in front. Because things like this
# require ton of maths. And it's good to have some predone.
tobreak = False # Also if we can abort the operation early with it.
fraction = width / maxlength # Similar to progress bar for now
if fraction > 1:
tobreak = True
fraction = 1
# To break parameter basically says. To draw it the bar only when
# it's actully needed. When content aka maxlength is bigger then
# our viewport.
if not tobreak or bar_always:
# Now the offset value. That will move our progress bar with
# the scroll value.
offset = (width-60)*( (1-win.scroll[name]) / maxlength )
# Background bar
UI_color.set(layer, win, "background")
roundrect(layer, win,
x+30,
(y+height)-20,
width-60,
10,
5
)
# Active bar
UI_color.set(layer, win, "button_active")
# Let's save a little bit more math because it's going to be
# vild. And I love it.
Lx = (y+height)-20
LSx = 10
Ly = x+30+offset
LSy = (width-60)*fraction
# Mouse over thingy. To make the bat a tiny bit brighter.
# indicating to the user that it's now could be used.
if win.current['my'] in range(int(Lx), int(Lx+LSx)) \
and win.current['mx'] in range(int(Ly), int(Lx+LSy)) :
UI_color.set(layer, win, "button_clicked")
# Now separatelly we gonna check for if the mouse pressed.
# Remember if it's not pressed it's False. It's written in one
# of the files. Basically I want to be able to move the mouse
# outside the bar while moving. And so it won't cancel the motion.
# It seems like I did something wrong. Anyways it works.
if win.current["LMB"]:
if int(win.current['LMB'][1]) in range(int(Lx), int(Lx+LSx)) \
and int(win.current['LMB'][0]) in range(int(x), int(x+(width-60))) :
UI_color.set(layer, win, "button_clicked")
# A bit more math to set the value back.
amount = ( win.current["mx"] - win.previous["mx"] ) / \
(width-60) * maxlength
logic() # Yeah. Look a few lines back.
# And only after all of this nonsense we can draw the cube. Or
# should I say roundrect? A button? Aaaaaa....
roundrect(layer, win,
Ly,
Lx,
LSy,
LSx,
5
)
def text(outlayer, win, name, x, y, width, height, set_text="", parse=False, fill=True,
editable=True, multiline=False , linebreak=False, centered=False, tip="",
offset=[0,0]):
# This function will handle all the text writting in the software.
# I'm not sure about how parsing going to work for script files later.
# But if it's currently works, means that I already implemented it into
# the program.
# Making the layer
surface = cairo.ImageSurface(cairo.FORMAT_ARGB32, int(width), int(height))
layer = cairo.Context(surface)
layer.select_font_face("Monospace", cairo.FONT_SLANT_NORMAL, cairo.FONT_WEIGHT_NORMAL)
layer.set_font_size(20)
# Some challenges that it will have is how to correctly store data about
# the text in the system. I think we can use the win.text variable to store
# directories of the data.
if name not in win.text:
# I need to get something done before I can pu scroll in.
scrollname = name
while scrollname in win.scroll:
scrollname = scrollname+"_text"
win.text[name] = {
"text" :set_text, # Actuall text you are editing.
"cursor":[len(str(set_text)),len(str(set_text))], # Cursor
"insert":False, # Whether the insert mode is on
"scroll":scrollname # If multiline. The pointer for the scroll value.
}
# Background
if fill:
UI_color.set(layer, win, "darker_parts")
roundrect(layer, win,
0,
0,
width,
height,
10)
layer.fill()
# Now after filling it up. I want to clip everything. SO no text will get
# out of a given area.
roundrect(layer, win,
0,
0,
width,
height,
10,
fill=False)
layer.clip()
# Now I want to give a preview of the text it self. BUT. I need to be sure
# that if the text longer then a given width and there is no multiline or a
# linebreak. Then it scrolls sideways to the cursor.
# Automatic scroll system: Based on the position of the cursor.
offsetX = 0
cursor2location = win.text[name]["cursor"][1]*12 + offsetX
while cursor2location > width - 5:
offsetX -= 1
cursor2location = win.text[name]["cursor"][1]*12 + offsetX
# Text selection. AKA cursor
# So here we draw the cursor
if editable:
UI_color.set(layer, win, "node_blendfile")
if win.text[name]["cursor"][0] == win.text[name]["cursor"][1]:
if win.blink:
layer.rectangle(
win.text[name]["cursor"][0]*12+5 +offsetX,
5,
(win.text[name]["cursor"][1]*12)-(win.text[name]["cursor"][0]*12)+2,
30
)
else:
roundrect(layer, win,
win.text[name]["cursor"][0]*12+5 +offsetX,
5,
(win.text[name]["cursor"][1]*12)-(win.text[name]["cursor"][0]*12)+2,
30,
5,
fill=False
)
if win.textactive == name:
layer.fill()
elif win.text[name]["cursor"][0] != win.text[name]["cursor"][1]:
layer.stroke()
# Making sure that cursor is correct. Because a lot of bugs are happening
# with it and it's not cool.
# Mouse select
if win.current["LMB"]:
if int(win.current["mx"]-offset[0]) in range(int(x), int(x+width))\
and int(win.current["my"]-offset[1]) in range(int(y), int(y+height)):
win.text[name]["cursor"][0] = int((win.current["LMB"][0]-x-offsetX-offset[0])/12)
win.text[name]["cursor"][1] = int((win.current["mx"]-x-offsetX-offset[0])/12)
# If second part of selection ends up bigger then the first. Reverse them.
if win.text[name]["cursor"][0] > win.text[name]["cursor"][1]:
win.text[name]["cursor"] = [
win.text[name]["cursor"][1],
win.text[name]["cursor"][0]]
# If any part ends up beyond the text. Clip them in.
if win.text[name]["cursor"][0] < 0:
win.text[name]["cursor"][0] = 0
if win.text[name]["cursor"][1] < 0:
win.text[name]["cursor"][1] = 0
if win.text[name]["cursor"][0] > len(str(win.text[name]["text"])):
win.text[name]["cursor"][0] = len(str(win.text[name]["text"]))
if win.text[name]["cursor"][1] > len(str(win.text[name]["text"])):
win.text[name]["cursor"][1] = len(str(win.text[name]["text"]))
# Drawing the text
UI_color.set(layer, win, "text_normal")
layer.move_to(5+offsetX, height/2+5)
if centered:
layer.move_to(width/2-len(str(win.text[name]["text"]))*12/2, height/2+5)
layer.show_text(str(win.text[name]["text"]))
# Editing the text
if win.current["keys"] and editable and name == win.textactive:
# Let's filter the input first.
# For example
if not multiline: #Removing enter key press
if 65293 in win.current["keys"] or 65421 in win.current["keys"]\
or 65289 in win.current["keys"]: # TAB
win.current["key_letter"] = ""
prevlen = len(win.text[name]["text"])
clipboard = Gtk.Clipboard.get(Gdk.SELECTION_CLIPBOARD)
regularclean = True
ORD = 0
try:
ORD = ord(win.current["key_letter"])
except:
pass
backremove = False # Whether to make selection go to 0 width thing
#print(ORD, win.text[name]["cursor"][0])
# Backspace
if 65288 in win.current["keys"]:
if win.text[name]["cursor"][0] != 0 and win.text[name]["cursor"][0]\
== win.text[name]["cursor"][1]:
win.text[name]["text"] = win.text[name]["text"]\
[:win.text[name]["cursor"][0]-1]+\
win.text[name]["text"]\
[win.text[name]["cursor"][1]:]
elif win.text[name]["cursor"][1] != 0 and win.text[name]["cursor"][0]\
!= win.text[name]["cursor"][1]:
win.text[name]["text"] = win.text[name]["text"]\
[:win.text[name]["cursor"][0]]+\
win.text[name]["text"]\
[win.text[name]["cursor"][1]:]
backremove = True
# Ctrl - C
elif ORD == 3:
clipboard.set_text( win.text[name]["text"]\
[win.text[name]["cursor"][0]:win.text[name]["cursor"][1]], -1)
# Ctrl - V
elif ORD == 22:
cliptext = str(clipboard.wait_for_text())
win.text[name]["text"] = win.text[name]["text"]\
[:win.text[name]["cursor"][0]]\
+ cliptext +\
win.text[name]["text"]\
[win.text[name]["cursor"][1]:]
win.text[name]["cursor"][0] = win.text[name]["cursor"][1]
# Ctrl - A
elif ORD == 1:
win.text[name]["cursor"][0] = 0
win.text[name]["cursor"][1] = len(win.text[name]["text"])
# To clear up the Controll
elif 65507 in win.current["keys"]:
pass
# Shift
elif 65506 in win.current["keys"]:
# Right
if 65363 in win.current["keys"]:
win.text[name]["cursor"][1] = win.text[name]["cursor"][1] + 1
#win.current["keys"].remove(65363)
# Left
elif 65361 in win.current["keys"]:
if win.text[name]["cursor"][1] > win.text[name]["cursor"][0]:
win.text[name]["cursor"][1] = win.text[name]["cursor"][1] - 1
#win.current["keys"].remove(65361)
# Right button
elif 65363 in win.current["keys"]:
win.text[name]["cursor"][0] = win.text[name]["cursor"][0] + 1
win.text[name]["cursor"][1] = win.text[name]["cursor"][0]
win.current["keys"].remove(65363)
# Left button
elif 65361 in win.current["keys"]:
win.text[name]["cursor"][0] = win.text[name]["cursor"][0] - 1
win.text[name]["cursor"][1] = win.text[name]["cursor"][0]
win.current["keys"].remove(65361)
# Escape
elif 65307 in win.current["keys"]:
win.textactive = ""
win.current["keys"].remove(65307)
else:
win.text[name]["text"] = win.text[name]["text"]\
[:win.text[name]["cursor"][0]]\
+ win.current["key_letter"]+\
win.text[name]["text"]\
[win.text[name]["cursor"][1]:]
# Auto moving the cursor
nowlen = len(win.text[name]["text"])
if win.text[name]["cursor"][0] == win.text[name]["cursor"][1]:
win.text[name]["cursor"][0] = win.text[name]["cursor"][0] + (nowlen - prevlen)
win.text[name]["cursor"][1] = win.text[name]["cursor"][0]
elif backremove:
win.text[name]["cursor"][1] = win.text[name]["cursor"][0]
if nowlen != prevlen and regularclean:
# Deleting all the keys from the keys. So yeah.
win.current["keys"] = []
# Outputing to the outlayer.
outlayer.set_source_surface(surface, x, y)
outlayer.paint()
# Button if editable.
if editable:
def do():
win.textactive = name
roundrect(outlayer, win,
x,
y,
width,
height,
10,
fill=False,
button=do,
tip=tip,
offset=offset)
outlayer.stroke()
if win.textactive == name:
UI_color.set(outlayer, win, "button_active")
roundrect(outlayer, win,
x,
y,
width,
height,
10,
fill=False)
outlayer.stroke()