"""
pygame-menu
https://github.com/ppizarror/pygame-menu
TABLE
The table widget is a Frame which packs widgets in a structured way.
"""
__all__ = [
'Table',
'TableManager'
]
import pygame
import pygame_menu
from abc import ABC
from pygame_menu.baseimage import BaseImage
from pygame_menu.font import FontType, assert_font
from pygame_menu.locals import ORIENTATION_VERTICAL, ALIGN_LEFT, ALIGN_CENTER, \
ORIENTATION_HORIZONTAL, POSITION_NORTH, POSITION_CENTER, POSITION_SOUTH, \
ALIGN_RIGHT, POSITION_WEST, POSITION_EAST
from pygame_menu.utils import assert_alignment, assert_color, uuid4, parse_padding, \
assert_position, assert_vector, warn
from pygame_menu.version import ver
from pygame_menu.widgets.core.widget import Widget, WidgetBorderPositionType, \
WIDGET_FULL_BORDER, WIDGET_BORDER_POSITION_NONE, AbstractWidgetManager
from pygame_menu.widgets.widget.frame import Frame
from pygame_menu.widgets.widget.image import Image
from pygame_menu.widgets.widget.label import Label
from pygame_menu.widgets.widget.surface import SurfaceWidget
from pygame_menu._types import List, Union, ColorInputType, Optional, Tuple, \
VectorInstance, PaddingType, Dict, NumberType, Vector2IntType, EventVectorType
CellType = Union['Widget', str, int, float, bool, 'BaseImage', 'pygame.Surface']
ColumnInputType = Union[Tuple[CellType, ...], List[CellType]]
# noinspection PyMissingOrEmptyDocstring
[docs]class Table(Frame):
"""
Table is a frame which can pack widgets in a structured way.
.. note::
Table cannot be selected. Thus, it does not receive any selection effect.
.. note::
Table only accepts translation and resize transformations.
:param table_id: ID of the table
"""
_rows: List['Frame']
_update_widgets: List['Widget']
default_cell_align: str
default_cell_border_color: ColorInputType
default_cell_border_position: WidgetBorderPositionType
default_cell_border_width: int
default_cell_padding: PaddingType
default_cell_vertical_position: str
default_row_background_color: Optional[ColorInputType]
def __init__(
self,
table_id: str = ''
) -> None:
super(Table, self).__init__(
width=1,
height=1,
orientation=ORIENTATION_VERTICAL,
frame_id=table_id
)
# Internals
self._rows = []
self._update_widgets = []
# Frame behaviour
self._accepts_scrollarea = False
self._accepts_title = False
# Set size
self._frame_size = (0, 0)
self._height = 0
self._real_rect = pygame.Rect(0, 0, 0, 0)
self._width = 0
# Default cell properties
self.default_cell_align = ALIGN_LEFT
self.default_cell_border_color = (0, 0, 0)
self.default_cell_border_position = WIDGET_FULL_BORDER
self.default_cell_border_width = 1
self.default_cell_padding = 0
self.default_cell_vertical_position = POSITION_NORTH
self.default_row_background_color = None
# Finals
self.relax()
def pack(self, *args, **kwargs) -> None:
raise RuntimeError(f'{self.get_class_id()} cannot pack external widgets')
[docs] def remove_row(self, row: 'Frame') -> None:
"""
Removes row from the table.
:param row: Row frame
"""
self.unpack(row)
def unpack(self, row: 'Frame') -> None:
assert row != self, 'table cannot unpack itself'
assert len(self._widgets) > 0, 'table is empty'
assert row in self._rows and row.get_id() in self._widgets.keys(), \
f'row {row.get_class_id()} does not exist on {self.get_class_id()}'
wid = row.get_id()
assert row._frame == self, 'widget frame differs from current'
row._frame = None
row._translate_virtual = (0, 0)
del self._widgets[wid]
try:
del self._pos[wid]
except KeyError:
pass
self._rows.remove(row)
self._menu_render()
self._update_row_sizing()
self._update_event_widgets()
# Remove scrollable from rows
if self._menu is not None:
total_removed = 0
menu_update_frames = self._get_menu_update_frames()
for w in row.get_widgets(unpack_subframes=False):
if isinstance(w, Frame):
if w in menu_update_frames:
menu_update_frames.remove(w)
total_removed += 1
if total_removed > 0:
self._sort_menu_update_frames()
@staticmethod
def _check_cell_style(
align: str,
background_color: ColorInputType,
border_color: ColorInputType,
border_position: WidgetBorderPositionType,
border_width: int,
padding: PaddingType,
vertical_position: str
) -> None:
"""
Assert cell style.
:param align: Horizontal align of each cell. See :py:mod:`pygame_menu.locals`
:param background_color: Background color
:param border_color: Border color of each cell
:param border_position: Border position of each cell. Valid only: north, south, east, and west. See :py:mod:`pygame_menu.locals`
:param border_width: Border width in px of each cell
:param padding: Cell padding according to CSS rules. General shape: (top, right, bottom, left)
:param vertical_position: Vertical position of each cell. Only valid: north, center, and south. See :py:mod:`pygame_menu.locals`
"""
# Alignment
assert_alignment(align)
# Background color
if background_color is not None:
assert_color(background_color)
# Padding
parse_padding(padding)
# Vertical position
assert_position(vertical_position)
assert vertical_position in (POSITION_NORTH, POSITION_CENTER, POSITION_SOUTH), \
'cell vertical position must be NORTH, CENTER, or SOUTH'
# Border color
assert isinstance(border_width, int) and border_width >= 0
if border_color is not None:
assert_color(border_color)
# Border position
assert isinstance(border_position, (str, VectorInstance))
if isinstance(border_position, str):
border_position = [border_position]
# Border positioning
for pos in border_position:
assert pos in (POSITION_NORTH, POSITION_SOUTH, POSITION_EAST, POSITION_WEST), \
f'only north, south, east, and west border positions are valid, ' \
f'but received "{pos}"'
[docs] def add_row(
self,
cells: Union[ColumnInputType, 'Widget'],
cell_align: Optional[str] = None,
cell_border_color: Optional[ColorInputType] = None,
cell_border_position: Optional[WidgetBorderPositionType] = None,
cell_border_width: Optional[int] = None,
cell_font: Optional[FontType] = None,
cell_font_color: Optional[ColorInputType] = None,
cell_font_size: Optional[int] = None,
cell_padding: PaddingType = None,
cell_vertical_position: Optional[str] = None,
row_background_color: Optional[ColorInputType] = None
) -> 'Frame':
"""
Add row to table.
.. note::
By default, if ``None`` each cell style uses the table defaults "cell"
styles.
.. note::
By default, the cell font is the same as the table font style.
.. warning::
Currently, only static widgets work properly, that is, widgets that
does not accept events. Buttons or TextInputs can be added, but them
will not accept any event, also, these widgets cannot be selected.
That's because the Table architecture relies on Frame widget.
:param cells: Cells to add. This can be a tuple or list of widgets, string, numbers, boolean values or images. Also, a Frame row can be added
:param cell_align: Horizontal align of each cell. See :py:mod:`pygame_menu.locals`
:param cell_border_color: Border color of each cell
:param cell_border_position: Border position of each cell. Valid only: north, south, east, and west. See :py:mod:`pygame_menu.locals`
:param cell_border_width: Border width in px of each cell
:param cell_font: Font name or path
:param cell_font_color: Font color
:param cell_font_size: Font size
:param cell_padding: Padding of each cell according to CSS rules. General shape: (top, right, bottom, left)
:param cell_vertical_position: Vertical position of each cell. Only valid: north, center, and south. See :py:mod:`pygame_menu.locals`
:param row_background_color: Row background color
:return:
"""
assert self.configured, 'table must be configured before adding rows'
# Use defaults
if cell_align is None:
cell_align = self.default_cell_align
if cell_border_color is None:
cell_border_color = self.default_cell_border_color
if cell_border_position is None:
cell_border_position = self.default_cell_border_position
if cell_border_width is None:
cell_border_width = self.default_cell_border_width
if cell_font is None:
cell_font = self._font_name
if cell_font_color is None:
cell_font_color = self._font_color
if cell_font_size is None:
cell_font_size = self._font_size
if cell_padding is None:
cell_padding = self.default_cell_padding
if cell_vertical_position is None:
cell_vertical_position = self.default_cell_vertical_position
if row_background_color is None:
row_background_color = self.default_row_background_color
# If cells is a previous table row
if isinstance(cells, Frame) and cells.has_attribute('is_row'):
row_cells = list(cells.get_widgets(unpack_subframes=False))
cells.clear()
cells = row_cells
if isinstance(cells, Widget):
cells = [cells]
assert isinstance(cells, VectorInstance)
# Check cell styles
self._check_cell_style(
align=cell_align,
background_color=row_background_color,
border_color=cell_border_color,
border_position=cell_border_position,
border_width=cell_border_width,
padding=cell_padding,
vertical_position=cell_vertical_position
)
cell_padding = parse_padding(cell_padding)
if cell_border_color is not None:
cell_border_color = assert_color(cell_border_color)
if isinstance(cell_border_position, str):
cell_border_position = [cell_border_position]
# Check positioning
if cell_border_width == 0:
cell_border_position = WIDGET_BORDER_POSITION_NONE
if row_background_color is not None:
row_background_color = assert_color(row_background_color)
# Create frame row
row = Frame(1, 1, ORIENTATION_HORIZONTAL,
frame_id=self._id + '+cell-row-' + uuid4(short=True))
row._accepts_scrollarea = False
row._accepts_title = False
row._menu_can_be_none_pack = True
row._update__repr___(self)
row.configured = True
row.relax()
row.set_background_color(row_background_color)
row.set_menu(self._menu)
row.set_scrollarea(self._scrollarea)
row.set_attribute('is_row')
row.set_controls(
joystick=self._joystick_enabled,
mouse=self._mouse_enabled,
touchscreen=self._touchscreen_enabled,
keyboard=self._keyboard_enabled
)
# row.set_frame(self) This cannot be executed as row is packed within
# Create widgets
row_cells: List['Widget'] = []
cell: 'Widget'
j = 0
for c in cells:
cell_widget_type = False
if isinstance(c, (str, int, float, bool)):
cell = Label(c, label_id=self._id + '+cell-label-' + uuid4(short=True))
cell.set_font(
antialias=self._font_antialias,
background_color=None,
color=cell_font_color,
font=cell_font,
font_size=cell_font_size,
readonly_color=self._font_readonly_color,
readonly_selected_color=self._font_readonly_selected_color,
selected_color=self._font_selected_color
)
cell.set_padding(0)
cell.set_tab_size(self._tab_size)
elif isinstance(c, BaseImage):
cell = Image(
c, image_id=self._id + '+cell-image-' + uuid4(short=True)
)
elif isinstance(c, pygame.Surface):
cell = SurfaceWidget(
c, surface_id=self._id + '+cell-surface-' + uuid4(short=True)
)
else:
assert isinstance(c, Widget)
assert c != self, f'{self.get_class_id()} cannot be appended to itself'
# Check if Frame not recursive
if isinstance(c, Frame):
print(self, c.get_widgets())
assert self not in c.get_widgets(unpack_subframes_include_frame=True), \
f'{self.get_class_id()} cannot be packed within {c.get_class_id()},' \
f' recursive packing is not allowed (Table is within Frame' \
f' to be inserted as row cell)'
cell = c
if c._accept_events:
cell_widget_type = True
warn(
f'{self.get_class_id()} does not accept events in current'
f' pygame-menu v{ver}; thus appended cell row widget '
f'{c.get_class_id()} (pos {j}) would not work properly, '
f'as it will ignore all inputs. Also, widgets within Tables'
f' cannot be selected. Consider Tables as visual-only'
)
# self._append_menu_update_frame(self)
# Configure cell
cell.set_attribute('accept_events', cell_widget_type)
cell.set_attribute('align', cell_align)
cell.set_attribute('background_color', row_background_color)
cell.set_attribute('border_color', cell_border_color)
cell.set_attribute('border_position', cell_border_position)
cell.set_attribute('border_width', cell_border_width)
cell.set_attribute('column', j + 1)
cell.set_attribute('padding', cell_padding)
cell.set_attribute('row', len(self._rows) + 1)
cell.set_attribute('row_frame', row)
cell.set_attribute('table', self)
cell.set_attribute('vertical_position', cell_vertical_position)
cell.set_float(False)
cell._update__repr___(self)
cell.configured = True
# If cell is within a menu, remove from it
if cell.get_menu() is not None:
try:
cell.get_menu().remove_widget(cell)
except ValueError:
pass
# Check the cell frame is None
assert cell.get_frame() != self, \
f'{cell.get_class_id()} cannot be added as it already exists in table'
assert cell.get_frame() is None, \
f'{cell.get_class_id()} is already packed in ' \
f'{cell.get_frame().get_class_id()}, it cannot be added to {self.get_class_id()}'
# If cell is frame and scrollable
if isinstance(cell, Frame):
self._append_menu_update_frame(cell)
# Add to cells
row_cells.append(cell)
j += 1
# Pack cells to row
for c in row_cells:
row.pack(c)
# Pack rows to self
super(Table, self).pack(row)
self._rows.append(row)
# Update size
self._update_row_sizing()
self._update_event_widgets()
return row
def _update_event_widgets(self) -> None:
"""
Update the list of widgets that accept events.
"""
self._update_widgets = []
for r in self._rows:
for w in r.get_widgets():
if w.get_attribute('accept_events'):
self._update_widgets.append(w)
def _get_column_width_row_height(self) -> Tuple[Dict[int, int], Dict['Frame', int]]:
"""
Return column width and row height.
:return: Column width and row height dict
"""
column_widths: Dict[int, int] = {} # column/width
row_heights: Dict['Frame', int] = {} # row/height
for f in self._rows:
col = 0 # Column
max_height = 0 # Max row height
for w in f.get_widgets(unpack_subframes=False):
width = w.get_width(apply_padding=False)
# Add inner padding
pad = w.get_attribute('padding') # top, right, bottom, left
width += pad[1] + pad[3]
if col not in column_widths.keys():
column_widths[col] = width
else:
column_widths[col] = max(width, column_widths[col])
col += 1
height = w.get_height(apply_padding=False)
height += pad[0] + pad[2]
max_height = max(max_height, height)
row_heights[f] = max_height
return column_widths, row_heights
# def set_frame(self, frame: 'pygame_menu.widgets.Frame') -> 'Table':
# super(Frame, self).set_frame(frame)
# for f in self._rows:
# f.set_frame(frame)
# return self
def _update_row_sizing(self) -> None:
"""
Update row sizing.
"""
column_widths, row_heights = self._get_column_width_row_height()
total_width = 0
# Sum each column to get max row width
for w in column_widths.values():
total_width += w
# Compute each row height and update padding
total_height = 0
for f in self._rows:
f.resize(total_width, row_heights[f])
total_height += row_heights[f]
col = 0
for w in f.get_widgets(unpack_subframes=False):
w_w = w.get_width(apply_padding=False)
w_h = w.get_height(apply_padding=False)
w_pad = w.get_attribute('padding') # top, right, bottom, left
w_align = w.get_attribute('align')
w_vpos = w.get_attribute('vertical_position')
w_total_height = row_heights[f]
w_total_width = column_widths[col]
# Default paddings
pad_top = w_pad[0]
pad_right = w_pad[1]
pad_bottom = w_pad[2]
pad_left = w_pad[3]
# Subtract padding to max width/height
w_total_height -= (pad_top + pad_bottom)
w_total_width -= (pad_left + pad_right)
# Compute horizontal align
delta_w = w_total_width - w_w
assert delta_w >= 0, 'delta width cannot be negative'
if w_align == ALIGN_LEFT:
pad_right += delta_w
elif w_align == ALIGN_CENTER:
pad_left += int(delta_w / 2)
pad_right += int(delta_w / 2)
elif w_align == ALIGN_RIGHT:
pad_left += delta_w
# Compute vertical position
delta_h = w_total_height - w_h
assert delta_h >= 0, 'delta height cannot be negative'
if w_vpos == POSITION_NORTH:
pad_bottom += delta_h
elif w_vpos == POSITION_CENTER:
pad_top += int(delta_h / 2)
pad_bottom += int(delta_h / 2)
elif w_vpos == POSITION_SOUTH:
pad_top += delta_h
# Update cell padding
w.set_padding((pad_top, pad_right, pad_bottom, pad_left))
# Check if the padding closes the width
dx = column_widths[col] - w.get_width()
dy = row_heights[f] - w.get_height()
if dx == 1:
pad_left += 1
if dx >= 2:
pad_right += (dx - 1)
if dy == 1:
pad_top += 1
if dy >= 2:
pad_bottom += (dy - 1)
w.set_padding((pad_top, pad_right, pad_bottom, pad_left))
col += 1
# Update current rect
self.resize(total_width + self._padding[1] + self._padding[3],
total_height + self._padding[0] + self._padding[2])
[docs] @staticmethod
def get_cell_column_row(cell: 'Widget') -> Tuple[int, int]:
"""
Return the column/row within table layout for the given widget.
:param cell: Widget (cell) to get the column/row position
:return: Column/Row
"""
assert cell.has_attribute('column') and cell.has_attribute('row'), \
f'{cell.get_class_id()} does not have the table attributes'
return cell.get_attribute('column'), cell.get_attribute('row')
def _draw_cell_borders(self, surface: 'pygame.Surface') -> None:
"""
Draw cell border.
:param surface: Surface to draw the cell border
"""
if len(self._rows) == 0:
return
# Get first row position
x, y = self._rows[0].get_position()
column_widths, row_heights = self._get_column_width_row_height()
total_height = 0
r = 0
for row in self._rows:
r += 1
col = 0
total_width = 0
for w in row.get_widgets(unpack_subframes=False):
border_color = w.get_attribute('border_color')
border_position = w.get_attribute('border_position')
border_width = w.get_attribute('border_width')
# Create drawing rect
subtract_border = (-border_width) if r == len(self._rows) else 0
rect = pygame.Rect(total_width + x,
total_height + y,
column_widths[col],
row_heights[row] + subtract_border)
total_width += column_widths[col]
col += 1
# Draw the border
if border_position == WIDGET_BORDER_POSITION_NONE or \
border_width == 0:
continue
for pos in border_position:
if pos == POSITION_NORTH:
start, end = rect.topleft, rect.topright
elif pos == POSITION_SOUTH:
start, end = rect.bottomleft, rect.bottomright
elif pos == POSITION_EAST:
start, end = rect.topright, rect.bottomright
elif pos == POSITION_WEST:
start, end = rect.topleft, rect.bottomleft
else:
raise RuntimeError(f'invalid border position "{pos}"')
pygame.draw.line(
surface,
border_color,
start,
end,
border_width
)
total_height += row_heights[row]
[docs] def get_cell(self, column: int, row: int) -> 'Widget':
"""
Get cell widget at column/row position.
:param column: Cell column position (counting from 1)
:param row: Cell row position (counting from 1)
:return: Cell widget object
"""
assert isinstance(row, int) and row >= 1, \
'row index must be an integer equal or greater than 1'
assert isinstance(column, int) and column >= 1, \
'column index must be an integer equal or greater than 1'
assert row <= len(self._rows), \
f'row index ({row}) cannot exceed the number of rows ({len(self._rows)})'
f = self._rows[row - 1]
w = f.get_widgets(unpack_subframes=False)
assert column <= len(w), \
f'column index ({column}) cannot exceed the number of columns ({len(w)}) of row {row}'
return w[column - 1]
[docs] def is_rectangular(self) -> bool:
"""
Return ``True`` if the table is rectangular, that is, each row have the
same number of columns.
:return: Bool
"""
if len(self._rows) == 0:
return True
c = self._rows[0].get_total_packed()
for f in self._rows:
if f.get_total_packed() != c:
return False
return True
[docs] def update_cell_style(
self,
column: Union[int, Vector2IntType],
row: Union[int, Vector2IntType],
align: Optional[str] = None,
background_color: Optional[ColorInputType] = None,
border_color: Optional[ColorInputType] = None,
border_position: Optional[WidgetBorderPositionType] = None,
border_width: Optional[int] = None,
font: Optional[FontType] = None,
font_color: Optional[ColorInputType] = None,
font_size: Optional[int] = None,
padding: Optional[PaddingType] = None,
vertical_position: Optional[str] = None
) -> Union['Widget', List['Widget']]:
"""
Update cell style. If a parameter is ``None`` the default cell property
will be used.
:param column: Cell column position (counting from 1). If -1 update all column from the given row. Also, a 2-item list/tuple is accepted (from, to), ``to=-1`` is also accepted (last)
:param row: Cell row position (counting from 1). If ``-1`` update all rows from the given column. Also, a 2-item list/tuple is accepted (from, to), ``to=-1`` is also accepted (last)
:param align: Horizontal align of each cell. See :py:mod:`pygame_menu.locals`
:param background_color: Background color
:param border_color: Border color of each cell
:param border_position: Border position of each cell. Valid only: north, south, east, and west. See :py:mod:`pygame_menu.locals`
:param border_width: Border width in px of each cell
:param font: Font name or path
:param font_color: Font color
:param font_size: Font size
:param padding: Cell padding according to CSS rules. General shape: (top, right, bottom, left)
:param vertical_position: Vertical position of each cell. Only valid: north, center, and south. See :py:mod:`pygame_menu.locals`
:return: Cell widget
"""
if row == -1 or isinstance(row, VectorInstance):
max_rows = len(self._rows)
if row == -1:
row = []
for i in range(max_rows):
row.append(i + 1)
else:
assert_vector(row, 2, int)
row_k = list(row)
if row_k[1] == -1:
row_k[1] = len(self._rows)
assert 1 <= row_k[0] <= row_k[1] <= max_rows, \
f'(from, to) of rows vector must be increasing and between 1-{max_rows}'
row = [row_k[0]]
for i in range(row_k[1] - row_k[0]):
row.append(row_k[0] + (i + 1))
if isinstance(column, VectorInstance) and column != [1, -1]:
assert self.is_rectangular(), \
f'only rectangular tables (same number of columns for each row) ' \
f'accept a variable column different than -1 or [1, -1], but ' \
f'received "{column}"'
updated_wid = []
for i in row:
w = self.update_cell_style(
column=column,
row=i,
align=align,
background_color=background_color,
border_color=border_color,
border_position=border_position,
border_width=border_width,
font=font,
font_color=font_color,
font_size=font_size,
padding=padding,
vertical_position=vertical_position
)
if not isinstance(w, list):
w = [w]
for k in w:
updated_wid.append(k)
return updated_wid
if column == -1 or isinstance(column, VectorInstance):
assert isinstance(row, int) and 1 <= row <= len(self._rows), \
f'row index ({row}) cannot exceed the number of rows ({len(self._rows)})'
max_columns = self._rows[row - 1].get_total_packed()
if column == -1:
column = []
for i in range(max_columns):
column.append(i + 1)
else:
assert_vector(column, 2, int)
column_k = list(column)
if column_k[1] == -1:
column_k[1] = max_columns
assert 1 <= column_k[0] <= column_k[1] <= max_columns, \
f'(from, to) of column vector must be increasing and between 1-{max_columns} for row {row}'
column = [column_k[0]]
for i in range(column_k[1] - column_k[0]):
column.append(column_k[0] + (i + 1))
updated_wid = []
for i in column:
w = self.update_cell_style(
column=i,
row=row,
align=align,
background_color=background_color,
border_color=border_color,
border_position=border_position,
border_width=border_width,
font=font,
font_color=font_color,
font_size=font_size,
padding=padding,
vertical_position=vertical_position
)
if not isinstance(w, list):
w = [w]
for k in w:
updated_wid.append(k)
return updated_wid
cell = self.get_cell(column, row)
r = self._rows[row - 1]
if align is None:
align = cell.get_attribute('align')
if background_color is None:
background_color = cell.get_attribute('background_color')
if border_color is None:
border_color = cell.get_attribute('border_color')
if border_position is None:
border_position = cell.get_attribute('border_position')
if border_width is None:
border_width = cell.get_attribute('border_width')
if padding is None:
padding = cell.get_attribute('padding')
if vertical_position is None:
vertical_position = cell.get_attribute('vertical_position')
self._check_cell_style(
align=align,
background_color=background_color,
border_color=border_color,
border_position=border_position,
border_width=border_width,
padding=padding,
vertical_position=vertical_position
)
if background_color is not None:
background_color = assert_color(background_color)
if border_color is not None:
border_color = assert_color(border_color)
padding = parse_padding(padding)
# Update background color
if background_color != r._background_color:
cell.set_background_color(background_color)
else:
cell.set_background_color(None)
# Update font
if font_color is None:
font_color = cell._font_color
assert_color(font_color)
if font is None:
font = cell._font_name
assert_font(font)
if font_size is None:
font_size = cell._font_size
try:
cell.update_font({
'color': font_color,
'name': font
})
except AssertionError:
pass
try:
if isinstance(font_size, int) and font_size > 0:
cell.update_font({'size': font_size})
except AssertionError:
pass
if isinstance(border_position, str):
border_position = [border_position]
# Update cell
cell.set_attribute('align', align)
cell.set_attribute('background_color', background_color)
cell.set_attribute('border_color', border_color)
cell.set_attribute('border_position', border_position)
cell.set_attribute('border_width', border_width)
cell.set_attribute('padding', padding)
cell.set_attribute('vertical_position', vertical_position)
self._update_row_sizing()
self._render()
self.force_menu_surface_update()
return cell
# noinspection PyProtectedMember
[docs] def set_position(self, x: NumberType, y: NumberType) -> 'Table':
super(Table, self).set_position(x, y)
x = self._rect.x
y = self._rect.y
for f in self._rows:
f.set_position(x, y)
for w in f.get_widgets(unpack_subframes=False):
w._set_position_relative_to_frame()
f.update_position()
return self
[docs] def draw(self, surface: 'pygame.Surface') -> 'Table':
if not self.is_visible():
return self
super(Table, self).draw(surface)
self._draw_cell_borders(self.last_surface)
[docs] def update(self, events: EventVectorType) -> bool:
super(Table, self).update(events)
updated = False
# if self.readonly or not self.is_visible():
# return updated
#
# for w in self._update_widgets:
# updated = w.update(events) or updated
return updated
class TableManager(AbstractWidgetManager, ABC):
"""
Table manager.
"""
def table(
self,
table_id: str = '',
**kwargs
) -> 'pygame_menu.widgets.Table':
"""
Adds a Table to the Menu. A table is a frame which can pack widgets in a
structured way.
kwargs (Optional)
- ``align`` (str) – Widget `alignment <https://pygame-menu.readthedocs.io/en/latest/_source/themes.html#alignment>`_
- ``background_color`` (tuple, list, str, int, :py:class:`pygame.Color`, :py:class:`pygame_menu.baseimage.BaseImage`) – Color of the background. ``None`` for no-color
- ``background_inflate`` (tuple, list) – Inflate background on x-axis and y-axis (x, y) in px
- ``border_color`` (tuple, list, str, int, :py:class:`pygame.Color`) – Widget border color. ``None`` for no-color
- ``border_inflate`` (tuple, list) – Widget border inflate on x-axis and y-axis (x, y) in px
- ``border_position`` (str, tuple, list) – Widget border positioning. It can be a single position, or a tuple/list of positions. Only are accepted: north, south, east, and west. See :py:mod:`pygame_menu.locals`
- ``border_width`` (int) – Border width in px. If ``0`` disables the border
- ``cursor`` (int, :py:class:`pygame.cursors.Cursor`, None) – Cursor of the frame if the mouse is placed over
- ``float`` (bool) - If ``True`` the widget don't contribute width/height to the Menu widget positioning computation, and don't add one unit to the rows
- ``float_origin_position`` (bool) - If ``True`` the widget position is set to the top-left position of the Menu if the widget is floating
- ``font_background_color`` (tuple, list, str, int, :py:class:`pygame.Color`, None) – Widget font background color
- ``font_color`` (tuple, list, str, int, :py:class:`pygame.Color`) – Widget font color
- ``font_name`` (str, :py:class:`pathlib.Path`, :py:class:`pygame.font.Font`) – Widget font path
- ``font_shadow_color`` (tuple, list, str, int, :py:class:`pygame.Color`) – Font shadow color
- ``font_shadow_offset`` (int) – Font shadow offset in px
- ``font_shadow_position`` (str) – Font shadow position, see locals for position
- ``font_shadow`` (bool) – Font shadow is enabled or disabled
- ``font_size`` (int) – Font size of the widget
- ``margin`` (tuple, list) – Widget (left, bottom) margin in px
- ``max_height`` (int) – Max height in px. If lower than the frame height a scrollbar will appear on vertical axis. ``None`` by default (same height)
- ``max_width`` (int) – Max width in px. If lower than the frame width a scrollbar will appear on horizontal axis. ``None`` by default (same width)
- ``padding`` (int, float, tuple, list) – Widget padding according to CSS rules. General shape: (top, right, bottom, left)
- ``shadow_color`` (tuple, list, str, int, :py:class:`pygame.Color`) – Color of the widget shadow
- ``shadow_radius`` (int) - Border radius of the shadow
- ``shadow_type`` (str) - Shadow type, it can be ``'rectangular'`` or ``'ellipse'``
- ``shadow_width`` (int) - Width of the shadow. If ``0`` the shadow is disabled
.. note::
All theme-related optional kwargs use the default Menu theme if not
defined.
.. note::
This is applied only to the base Menu (not the currently displayed,
stored in ``_current`` pointer); for such behaviour apply to
:py:meth:`pygame_menu.menu.Menu.get_current` object.
:param table_id: ID of the table
:param kwargs: Optional keyword arguments
:return: Widget object
:rtype: :py:class:`pygame_menu.widgets.Table`
"""
attributes = self._filter_widget_attributes(kwargs)
widget = Table(
table_id=table_id
)
self._configure_widget(widget=widget, **attributes)
self._append_widget(widget)
self._check_kwargs(kwargs)
return widget