"""
pygame-menu
https://github.com/ppizarror/pygame-menu
LABEL
Label class, adds a simple text to the Menu.
"""
__all__ = [
'Label',
'LabelManager'
]
import pygame
import pygame_menu
import textwrap
import time
from abc import ABC
from pygame_menu.utils import assert_color, warn, uuid4, make_surface
from pygame_menu.widgets.core.widget import Widget, AbstractWidgetManager
from pygame_menu._types import Any, CallbackType, List, Union, Tuple, Optional, \
ColorType, ColorInputType, EventVectorType, Callable
LabelTitleGeneratorType = Optional[Callable[[], str]]
[docs]class Label(Widget):
"""
Label widget.
.. note::
Label accepts all transformations.
:param title: Label title/text
:param label_id: Label ID
:param onselect: Function when selecting the label widget
:param wordwrap: Wraps label if newline is found on widget
:param leading: Font leading for ``wordwrap``. If ``None`` retrieves from widget font
:param max_nlines: Number of maximum lines for ``wordwrap``. If ``None`` the number is dynamically computed. If exceeded, ``get_overflow_lines()`` will return the non displayed lines
"""
_last_underline: List[Union[str, Optional[Tuple[ColorType, int, int]]]]
_leading: Optional[int]
_lines: List[str]
_max_nlines: Optional[int]
_overflow_lines: List[str] # Store how many lines are overflowed
_title_generator: LabelTitleGeneratorType
_wordwrap: bool
def __init__(
self,
title: Any,
label_id: str = '',
onselect: CallbackType = None,
wordwrap: bool = False,
leading: Optional[int] = None,
max_nlines: Optional[int] = None
) -> None:
assert isinstance(leading, (type(None), int))
assert isinstance(max_nlines, (type(None), int))
assert isinstance(wordwrap, bool)
super(Label, self).__init__(
title=title,
onselect=onselect,
widget_id=label_id
)
self._last_underline = ['', None] # deco id, (color, offset, width)
self._leading = leading
self._lines = [] # Lines of text displayed
self._max_nlines = max_nlines
self._overflow_lines = []
self._title_generator = None
self._wordwrap = wordwrap
[docs] def add_underline(
self,
color: ColorInputType,
offset: int,
width: int,
force_render: bool = False
) -> 'Label':
"""
Adds an underline to text. This is added if widget is rendered. Underline
is only enabled for non wordwrap mode.
:param color: Underline color
:param offset: Underline offset
:param width: Underline width
:param force_render: If ``True`` force widget render after addition
:return: Self reference
"""
assert not self._wordwrap, 'underline is not enabled for wordwrap is active'
color = assert_color(color)
assert isinstance(offset, int)
assert isinstance(width, int) and width > 0
self._last_underline[1] = (color, offset, width)
if force_render:
self._force_render()
return self
[docs] def remove_underline(self) -> 'Label':
"""
Remove the underline.
:return: Self reference
"""
assert not self._wordwrap, 'underline is not enabled for wordwrap is active'
if self._last_underline[0] != '':
self._decorator.remove(self._last_underline[0])
self._last_underline[0] = ''
return self
def _apply_font(self) -> None:
pass
def _draw(self, surface: 'pygame.Surface') -> None:
# The minimal width of any surface is 1px, so the background will be a line
if self._title == '':
return
surface.blit(self._surface, self._rect.topleft)
[docs] def set_title_generator(self, generator: LabelTitleGeneratorType) -> 'Label':
"""
Set a title generator. This function is executed each time the label updates,
returning a new title (string) which replaces the current label title.
The generator does not take any input as argument.
:param generator: Function which generates a new text status
:return: Self reference
"""
if generator is not None:
assert callable(generator)
self._title_generator = generator
# Update update widgets
menu_update_widgets = self._get_menu_update_widgets()
if generator is None and self in menu_update_widgets:
menu_update_widgets.remove(self)
if generator is not None and self not in menu_update_widgets:
menu_update_widgets.append(self)
return self
[docs] def set_title(self, title: str) -> 'Label':
super(Label, self).set_title(title)
if self._title_generator is not None:
if self._verbose:
warn(
f'{self.get_class_id()} title generator is not None, thus, the new'
f' title "{title}" will be overridden after next update'
)
return self
def _get_leading(self) -> int:
"""
Computes the font leading.
:return: Leading
"""
assert self._font
return (
self._font.get_linesize()
if self._leading is None
else self._leading
)
[docs] def get_lines(self) -> List[str]:
"""
Return the lines of text displayed. Each new line belongs to an item on list.
:return: List of displayed lines
"""
return self._lines
@staticmethod
def _wordwrap_line(
line: str,
font: pygame.font.Font,
max_width: int,
tab_size: int,
) -> List[str]:
"""
Wordwraps line.
:param line: Line
:param font: Font
:param max_width: Max width
:param tab_size: Tab size
:return: List of strings
"""
final_lines: List[str] = []
words: List[str] = line.split(' ')
while True:
split_line: bool = False
current_line: str
for i, _ in enumerate(words):
current_line = ' '.join(words[:i + 1]).replace('\t', ' ' * tab_size)
current_line_size = font.size(current_line)
if current_line_size[0] > max_width:
split_line = True
break
if split_line:
i = i if i > 0 else 1
final_lines.append(' '.join(words[:i]))
words = words[i:]
else:
final_lines.append(current_line)
break
return final_lines
def _get_max_container_width(self) -> int:
"""
Return the maximum container width. It can be the column width,
menu width or frame width.
:return: Container width (px)
"""
menu = self._menu
max_width: int = 0
if menu is None:
return 0
elif self._frame is not None:
max_width = self._frame.get_width()
else: # Infers width from container Menu
try:
# noinspection PyProtectedMember
max_width = menu._column_widths[self.get_col_row_index()[0]]
except IndexError:
max_width = menu.get_width(inner=True)
return max_width - self._padding[1] - self._padding[3] - self._selection_effect.get_width()
[docs] def get_overflow_lines(self) -> List[str]:
"""
Return the overflow lines if ``wordwrap`` is active and ``max_nlines`` is set.
:return: Non displayed lines
"""
assert self._wordwrap, 'wordwrap must be enabled'
assert isinstance(self._max_nlines, int), 'max_nlines must be defined'
return self._overflow_lines
def _render(self) -> Optional[bool]:
font_color: ColorType = self.get_font_color_status()
if not self._render_hash_changed(self._title, font_color, self._visible, self._menu, self._font,
self._last_underline[1], self._padding, self._selection_effect.get_width(),
self.readonly, self._frame):
return True
self._lines.clear()
# Generate surface
max_width: int = 0
if not self._wordwrap:
self._surface = self._render_string(self._title, font_color)
self._lines.append(self._title)
else:
self._overflow_lines.clear()
if self._font is None or self._menu is None:
self._surface = make_surface(0, 0, alpha=True)
else:
max_width = self._get_max_container_width()
lines: List[str] = sum(
(
self._wordwrap_line(
line=line,
font=self._font,
max_width=max_width,
tab_size=self._tab_size
)
for line in self._title.split('\n')
),
[]
)
num_lines = len(lines)
if isinstance(self._max_nlines, int):
if num_lines > self._max_nlines:
for j in range(num_lines - self._max_nlines):
self._overflow_lines.append(lines[num_lines - j - 1])
num_lines = min(num_lines, self._max_nlines)
self._surface = make_surface(
max(self._font.size(line)[0] for line in lines),
num_lines * self._get_leading(),
alpha=True
)
for n_line, line in enumerate(lines):
line_surface = self._render_string(line, font_color)
self._surface.blit(
line_surface,
pygame.Rect(
0,
n_line * self._get_leading(),
self._rect.width,
self._rect.height
)
)
self._lines.append(line)
if n_line + 1 == num_lines:
break
# Apply max width if wordwrap exceeds size
if self._wordwrap and self.get_width() > max_width > 0:
verbose_prev: bool = self._verbose
self._verbose = False # Disable auto-warns while setting max width
self.set_max_width(max_width, render=False)
self._verbose = verbose_prev
# Update rect object
self._apply_transforms()
self._rect.width, self._rect.height = self._surface.get_size()
# Add underline
if not self._wordwrap:
self.remove_underline()
if self._last_underline[1] is not None:
w = self._surface.get_width()
h = self._surface.get_height()
color, offset, width = self._last_underline[1]
if w > 0 and h > 0:
self._last_underline[0] = self._decorator.add_line(
pos1=(-w / 2, h / 2 + offset),
pos2=(w / 2, h / 2 + offset),
color=color,
width=width
)
self.force_menu_surface_update()
def update(self, events: EventVectorType) -> bool:
# If generator is not None
if self._title_generator is not None:
gen_title = self._title_generator()
assert isinstance(gen_title, str), \
f'object generated by the title generator ({gen_title}) is not string-type'
self._title = gen_title
self._render()
self.apply_update_callbacks(events)
for event in events:
if self._check_mouseover(event):
break
return False
class LabelManager(AbstractWidgetManager, ABC):
"""
Label manager.
"""
# noinspection PyProtectedMember
def label(
self,
title: Any,
label_id: str = '',
max_char: int = 0,
onselect: Optional[Callable[[bool, 'Widget', 'pygame_menu.Menu'], Any]] = None,
selectable: bool = False,
wordwrap: bool = False,
**kwargs
) -> Union['pygame_menu.widgets.Label', List['pygame_menu.widgets.Label']]:
"""
Add a simple text to the Menu.
If ``onselect`` is defined, the callback is executed as follows, where
``selected`` is a boolean representing the selected status:
.. code-block:: python
onselect(selected, widget, menu)
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 widget 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
- ``leading`` (int) - Font leading for ``wordwrap``. If ``None`` retrieves from widget font
- ``margin`` (tuple, list) – Widget (left, bottom) margin in px
- ``max_nlines`` (int) - Number of maximum lines for ``wordwrap``. If ``None`` the number is dynamically computed. If exceeded, ``get_overflow_lines()`` will return the non displayed lines
- ``padding`` (int, float, tuple, list) – Widget padding according to CSS rules. General shape: (top, right, bottom, left)
- ``selection_color`` (tuple, list, str, int, :py:class:`pygame.Color`) – Color of the selected widget; only affects the font color
- ``selection_effect`` (:py:class:`pygame_menu.widgets.core.Selection`) – Widget selection effect. Applied only if ``selectable`` is ``True``
- ``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
- ``tab_size`` (int) – Width of a tab character
- ``underline_color`` (tuple, list, str, int, :py:class:`pygame.Color`, None) – Color of the underline. If ``None`` use the same color of the text
- ``underline_offset`` (int) – Vertical offset in px. ``2`` by default
- ``underline_width`` (int) – Underline width in px. ``2`` by default
- ``underline`` (bool) – Enables text underline, using a properly placed decoration. ``False`` by default
.. 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 title: Text to be displayed
:param label_id: ID of the label
:param max_char: Split the title in several labels if the string length exceeds ``max_char``; ``0``: don't split, ``-1``: split to Menu width
:param onselect: Callback executed when selecting the widget; only executed if ``selectable`` is ``True``
:param selectable: Label accepts user selection; useful to move along the Menu using label selection
:param wordwrap: Wraps label text if newline (\n) is found on text. If ``False`` the manager splits the string and creates a list of widgets, else, the widget itself splits and updates the height
:param kwargs: Optional keyword arguments
:return: Widget object, or List of widgets if the text overflows
:rtype: :py:class:`pygame_menu.widgets.Label`, :py:class:`typing.List` [:py:class:`pygame_menu.widgets.Label`]
"""
assert isinstance(label_id, str)
assert isinstance(max_char, int)
assert isinstance(selectable, bool)
assert max_char >= -1
title = str(title)
if len(label_id) == 0:
label_id = uuid4()
# If newline detected, split in two new lines
if '\n' in title and not wordwrap:
title = title.split('\n')
widgets = []
for t in title:
wig = self.label(
title=t,
label_id=label_id + '+' + str(len(widgets) + 1),
max_char=max_char,
onselect=onselect,
selectable=selectable,
**kwargs
)
if isinstance(wig, list):
for w in wig:
widgets.append(w)
else:
widgets.append(wig)
return widgets
# Wrap text to Menu width (imply additional calls to render functions)
if max_char < 0:
if len(title) > 0:
dummy_attrs = self._filter_widget_attributes(kwargs.copy())
dummy = pygame_menu.widgets.Label(title=title)
self._configure_widget(dummy, **dummy_attrs)
max_char = int(1.0 * self._menu.get_width(inner=True) * len(title) / dummy.get_width())
else:
max_char = 0
leading = kwargs.pop('leading', None)
max_nlines = kwargs.pop('max_nlines', None)
# If no overflow
if len(title) <= max_char or max_char == 0 or wordwrap:
attributes = self._filter_widget_attributes(kwargs)
# Filter additional parameters
underline = kwargs.pop('underline', False)
underline_color = kwargs.pop('underline_color', attributes['font_color'])
underline_offset = kwargs.pop('underline_offset', 1)
underline_width = kwargs.pop('underline_width', 1)
widget = Label(
label_id=label_id,
onselect=onselect,
title=title,
wordwrap=wordwrap and not underline,
leading=leading,
max_nlines=max_nlines
)
widget.is_selectable = selectable
self._check_kwargs(kwargs)
self._configure_widget(widget=widget, **attributes)
if underline:
widget.add_underline(underline_color, underline_offset, underline_width)
self._append_widget(widget)
else:
self._menu._check_id_duplicated(label_id) # Before adding + LEN
widget = []
for line in textwrap.wrap(title, max_char):
widget.append(
self.label(
title=line,
label_id=label_id + '+' + str(len(widget) + 1),
max_char=max_char,
onselect=onselect,
selectable=selectable,
wordwrap=wordwrap,
leading=leading,
max_nlines=max_nlines,
**kwargs
)
)
return widget
def clock(
self,
clock_format: str = '%Y/%m/%d %H:%M:%S',
clock_id: str = '',
onselect: Optional[Callable[[bool, 'Widget', 'pygame_menu.Menu'], Any]] = None,
selectable: bool = False,
title_format: str = '{0}',
wordwrap: bool = False,
**kwargs
) -> 'pygame_menu.widgets.Label':
"""
Add a clock label to the Menu. This creates a Label with a text generator
that request a string from ``time.strftime`` module using ``clock_format``.
Commonly used format codes:
- **%Y** – Year with century as a decimal number
- **%m** – Month as a decimal number [01, 12]
- **%d** – Day of the month as a decimal number [01, 31]
- **%H** – Hour (24-hour clock) as a decimal number [00, 23]
- **%M** – Minute as a decimal number [00, 59]
- **%S** – Second as a decimal number [00, 61]
- **%z** – Time zone offset from UTC
- **%a** – Locale's abbreviated weekday name
- **%A** – Locale's full weekday name
- **%b** – Locale's abbreviated month name
- **%B** – Locale's full month name
- **%c** – Locale's appropriate date and time representation
- **%I** – Hour (12-hour clock) as a decimal number [01, 12]
- **%p** – Locale's equivalent of either AM or PM
If ``onselect`` is defined, the callback is executed as follows, where
``selected`` is a boolean representing the selected status:
.. code-block:: python
onselect(selected, widget, menu)
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 widget 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
- ``leading`` (int) - Font leading for ``wordwrap``. If ``None`` retrieves from widget font
- ``margin`` (tuple, list) – Widget (left, bottom) margin in px
- ``max_nlines`` (int) - Number of maximum lines for ``wordwrap``. If ``None`` the number is dynamically computed. If exceeded, ``get_overflow_lines()`` will return the non displayed lines
- ``padding`` (int, float, tuple, list) – Widget padding according to CSS rules. General shape: (top, right, bottom, left)
- ``selection_color`` (tuple, list, str, int, :py:class:`pygame.Color`) – Color of the selected widget; only affects the font color
- ``selection_effect`` (:py:class:`pygame_menu.widgets.core.Selection`) – Widget selection effect. Applied only if ``selectable`` is ``True``
- ``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
- ``tab_size`` (int) – Width of a tab character
- ``underline_color`` (tuple, list, str, int, :py:class:`pygame.Color`, None) – Color of the underline. If ``None`` use the same color of the text
- ``underline_offset`` (int) – Vertical offset in px. ``2`` by default
- ``underline_width`` (int) – Underline width in px. ``2`` by default
- ``underline`` (bool) – Enables text underline, using a properly placed decoration. ``False`` by default
.. 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 clock_format: Format of clock used by ``time.strftime``
:param clock_id: ID of the clock
:param onselect: Callback executed when selecting the widget; only executed if ``selectable`` is ``True``
:param selectable: Label accepts user selection; useful to move along the Menu using label selection
:param title_format: Title format which accepts ``{0}`` as the string from ``time.strftime``, for example, ``'My Clock {0}'`` can be a title format
:param wordwrap: Wraps label if newline is found on widget or it exceeds the maximum width from its container. If ``False`` the manager splits the string and creates a list of widgets, else, the widget itself splits and updates the height
:param kwargs: Optional keyword arguments
:return: Widget object
:rtype: :py:class:`pygame_menu.widgets.Label`
"""
label = self.label(
title='',
label_id=clock_id,
onselect=onselect,
selectable=selectable,
wordwrap=wordwrap,
**kwargs
)
assert isinstance(title_format, str) and '{0}' in title_format
assert not isinstance(label, list)
label.set_title_generator(lambda: title_format.format(time.strftime(clock_format)))
label.update([])
return label