added a UI class to better organize UI creation

This commit is contained in:
2024-08-28 20:10:17 -04:00
parent 9d6c19cfd5
commit 5cb8101495
2 changed files with 42 additions and 34 deletions

View File

@@ -2,7 +2,6 @@ from AnimationExporter import scene_to_frame
from CustomWidgets import ColorPicker
from itertools import product
from pygame_widgets.button import Button
import pygame_widgets
from Scene import Scene
from Shapes import *
import pygame
@@ -15,13 +14,7 @@ class SceneManager:
self.window = window
self.color_picker = color_picker
self._selected_meshes: list[Mesh] = []
self.make_buttons()
def make_buttons(self):
scr_wdt, scr_hgt = self.window.get_size()
self.save_button = Button(self.window, 20, scr_hgt-40, 60, 30, text="Save",onClick=self.save_frame_to_file)
self.next_frame_button = Button(self.window, scr_wdt-120, scr_hgt-40, 120, 30, text="Next Frame",onClick=self.next_scene)
self.last_frame_button = Button(self.window, scr_wdt-240, scr_hgt-40, 120, 30, text="last Frame",onClick=self.previous_scene)
def save_frame_to_file(self):
with open("tools/animation-tools/output.txt", 'w') as file:
for i, scene in enumerate(self._scenes):
@@ -83,9 +76,38 @@ class SceneManager:
self._current_scene_idx -= 1
self.get_current_scene().euler_angles = [angle for angle in current_angles]
self.deselect_all_mesh()
class AnimatorUI:
def __init__(self, window):
scr_wdt, scr_hgt = window.get_size()
def create_ui(window, scr_wdt, scr_hgt) -> SceneManager:
colorPicker = ColorPicker(window, 20, 20, 100, 300)
sceneManager = SceneManager(window, colorPicker)
self.window = window
colorPicker: ColorPicker = ColorPicker(self.window, 20, 20, 100, 300)
self.sceneManager: SceneManager = SceneManager(window, colorPicker)
self.save_button: Button = Button(self.window, 20, scr_hgt-40, 60, 30, text="Save",onClick=self.sceneManager.save_frame_to_file)
self.next_frame_button: Button = Button(self.window, scr_wdt-120, scr_hgt-40, 120, 30, text="Next Frame",onClick=self.sceneManager.next_scene)
self.last_frame_button: Button = Button(self.window, scr_wdt-240, scr_hgt-40, 120, 30, text="last Frame",onClick=self.sceneManager.previous_scene)
self.trackMouseMotion: bool = False
return sceneManager
def update_interaction(self, game_event):
if not self.trackMouseMotion:
pygame.mouse.get_rel()
if game_event.type == pygame.MOUSEBUTTONDOWN:
if game_event.button == 2: # middle mouse click
self.trackMouseMotion = True
elif game_event.button == 1: # left click
self.sceneManager.click_mesh(pygame.mouse.get_pos())
elif game_event.type == pygame.MOUSEBUTTONUP:
if game_event.button == 2: # middle mouse release
self.trackMouseMotion = False
elif self.trackMouseMotion and game_event.type == pygame.MOUSEMOTION:
mouseMovement = pygame.mouse.get_rel()
current_scene = self.sceneManager.get_current_scene()
current_scene.euler_angles[0] -= mouseMovement[1]
current_scene.euler_angles[1] -= mouseMovement[0]
def draw(self):
self.sceneManager.draw()