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import gpu
import bgl
from gpu_extras.batch import batch_for_shader
class BL_UI_Widget:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.x_screen = x
self.y_screen = y
self.width = width
self.height = height
self._bg_color = (0.8, 0.8, 0.8, 1.0)
self._tag = None
self.context = None
self.__inrect = False
self._mouse_down = False
self._mouse_down_right = False
self._is_visible = True
def set_location(self, x, y):
self.x = x
self.y = y
self.x_screen = x
self.y_screen = y
self.update(x,y)
@property
def bg_color(self):
return self._bg_color
@bg_color.setter
def bg_color(self, value):
self._bg_color = value
@property
def visible(self):
return self._is_visible
@visible.setter
def visible(self, value):
self._is_visible = value
@property
def tag(self):
return self._tag
@tag.setter
def tag(self, value):
self._tag = value
def draw(self):
if not self.visible:
return
self.shader.bind()
self.shader.uniform_float("color", self._bg_color)
bgl.glEnable(bgl.GL_BLEND)
self.batch_panel.draw(self.shader)
bgl.glDisable(bgl.GL_BLEND)
def init(self, context):
self.context = context
self.update(self.x, self.y)
def update(self, x, y):
area_height = self.get_area_height()
self.x_screen = x
self.y_screen = y
indices = ((0, 1, 2), (0, 2, 3))
y_screen_flip = area_height - self.y_screen
# bottom left, top left, top right, bottom right
vertices = (
(self.x_screen, y_screen_flip),
(self.x_screen, y_screen_flip - self.height),
(self.x_screen + self.width, y_screen_flip - self.height),
(self.x_screen + self.width, y_screen_flip))
self.shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
self.batch_panel = batch_for_shader(self.shader, 'TRIS', {"pos" : vertices}, indices=indices)
def handle_event(self, event):
if not self._is_visible:
return False
x = event.mouse_region_x
y = event.mouse_region_y
if (event.type == 'LEFTMOUSE'):
if (event.value == 'PRESS'):
self._mouse_down = True
return self.mouse_down(x, y)
else:
self._mouse_down = False
self.mouse_up(x, y)
elif (event.type == 'RIGHTMOUSE'):
if (event.value == 'PRESS'):
self._mouse_down_right = True
return self.mouse_down_right(x, y)
else:
self._mouse_down_right = False
self.mouse_up(x, y)
elif (event.type == 'MOUSEMOVE'):
self.mouse_move(x, y)
inrect = self.is_in_rect(x, y)
# we enter the rect
if not self.__inrect and inrect:
self.__inrect = True
self.mouse_enter(event, x, y)
# we are leaving the rect
elif self.__inrect and not inrect:
self.__inrect = False
self.mouse_exit(event, x, y)
return False
elif event.value == 'PRESS' and (event.ascii != '' or event.type in self.get_input_keys()):
return self.text_input(event)
return False
def get_input_keys(self) :
return []
def get_area_height(self):
return self.context.area.height
def is_in_rect(self, x, y):
area_height = self.get_area_height()
widget_y = area_height - self.y_screen
if (
(self.x_screen <= x <= (self.x_screen + self.width)) and
(widget_y >= y >= (widget_y - self.height))
):
# print('is in rect!?')
# print('area height', area_height)
# print ('x sceen ',self.x_screen,'x ', x, 'width', self.width)
# print ('widghet y', widget_y,'y', y, 'height',self.height)
return True
return False
def text_input(self, event):
return False
def mouse_down(self, x, y):
return self.is_in_rect(x,y)
def mouse_down_right(self, x, y):
return self.is_in_rect(x,y)
def mouse_up(self, x, y):
pass
def set_mouse_enter(self, mouse_enter_func):
self.mouse_enter_func = mouse_enter_func
def call_mouse_enter(self):
try:
if self.mouse_enter_func:
self.mouse_enter_func(self)
except:
pass
def mouse_enter(self, event, x, y):
self.call_mouse_enter()
def set_mouse_exit(self, mouse_exit_func):
self.mouse_exit_func = mouse_exit_func
def call_mouse_exit(self):
try:
if self.mouse_exit_func:
self.mouse_exit_func(self)
except:
pass
def mouse_exit(self, event, x, y):
self.call_mouse_exit()
def mouse_move(self, x, y):
pass
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