PlayPy 0.2.1__py3-none-any.whl
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- playpy/__init__.py +222 -0
- playpy/builtin.py +638 -0
- playpy/data/default_icon.ppm +5 -0
- playpy/elements.py +205 -0
- playpy/resources.py +147 -0
- playpy/state.py +565 -0
- playpy/workspace.py +432 -0
- playpy-0.2.1.dist-info/METADATA +191 -0
- playpy-0.2.1.dist-info/RECORD +12 -0
- playpy-0.2.1.dist-info/WHEEL +5 -0
- playpy-0.2.1.dist-info/licenses/LICENSE +21 -0
- playpy-0.2.1.dist-info/top_level.txt +1 -0
playpy/workspace.py
ADDED
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from __future__ import annotations
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from pathlib import Path
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import pygame as pg
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from .elements import Scene, UIElement
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from . import resources
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from .resources import DEFAULT_ICON_PATH
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from .state import ColorValue, FRect, InputState, Key, MouseButton, Rect
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from .builtin import UIPadding, GlobalElement
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def init():
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resources.init()
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pg.init()
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class Workspace:
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def __init__(
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self,
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windowed_width: int = 800,
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windowed_height: int = 600,
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color: ColorValue = (255, 255, 255),
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fps: int = 60,
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name: str | None = None,
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icon: str | Path | None = None,
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):
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resources.require_init()
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self.windowed_size = (windowed_width, windowed_height)
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info = pg.display.Info()
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self.fullscreen_size = (info.current_w, info.current_h)
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self.size = self.windowed_size
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self.color = color
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self.fps = fps
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self.running = False
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self.name = name
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self.icon = icon
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self._children: list[UIElement] = []
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self._scene_stack: list[Scene] = []
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self._modal_stack: list[UIElement] = []
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self._hovered_set: set[UIElement] = set()
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self._hovered_top: UIElement | None = None
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self._last_hovered_set: set[UIElement] = set()
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self._last_hovered_top: UIElement | None = None
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self._scene_changed = False
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self._modal_changed = False
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self.last_scene_change_time = 0.0
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self.last_modal_change_time = 0.0
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self.scene_change_queue: list[Scene | None] = []
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self.scene_push_queue: list[Scene | None] = []
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self.modal_push_queue: list[tuple[UIElement, bool]] = [] # (modal, is_push)
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self.screen = pg.display.set_mode(self.size)
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self.clock = pg.time.Clock()
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if self.name:
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pg.display.set_caption(self.name)
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else:
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pg.display.set_caption("PlayPy Window")
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icon_path = Path(self.icon) if self.icon is not None else DEFAULT_ICON_PATH
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if icon_path and icon_path.exists():
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try:
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pg.display.set_icon(pg.image.load(str(icon_path)))
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except Exception:
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pass
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# Input tracking
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self.input = InputState()
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@property
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def children(self) -> list[UIElement]:
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return self._children
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def add_child(self, child: UIElement, z: int | None = None) -> None:
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if z is not None:
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child.z = z
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child.parent = self
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def remove_child(self, child: UIElement) -> None:
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child.parent = None
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@property
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def current_scene(self) -> Scene | None:
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if not self._scene_stack:
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return None
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return self._scene_stack[-1]
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@property
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def scene_changed(self) -> bool:
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return self._scene_changed
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@property
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def current_modal(self) -> UIElement | None:
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if not self._modal_stack:
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return None
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return self._modal_stack[-1]
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@property
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def modal_changed(self) -> bool:
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return self._modal_changed
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def is_ancestor_of(self, descendant: "UIElement") -> bool:
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return descendant.is_descendant_of(self)
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def is_parent_of(self, child: "UIElement") -> bool:
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return child._parent is self
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def _record_scene_change(self, old_scene: Scene | None, new_scene: Scene | None) -> None:
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if old_scene is not new_scene:
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self.previous_scene = old_scene
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self._scene_changed = True
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self.last_scene_change_time = self.input.runtime
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def _record_modal_change(self, old_modal: UIElement | None, new_modal: UIElement | None) -> None:
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if old_modal is not new_modal:
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self.previous_modal = old_modal
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self._modal_changed = True
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self.last_modal_change_time = self.input.runtime
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def _resolve_queued_scene_change(self):
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if not self._scene_changed:
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return
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old_scene = self.current_scene
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while self._scene_stack:
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old = self._scene_stack.pop()
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try:
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old.on_exit(self)
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finally:
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self.remove_child(old)
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if self.scene_change_queue:
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scene = self.scene_change_queue.pop(0)
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else:
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scene = None
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if scene is None:
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self._record_scene_change(old_scene, None)
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return
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self._scene_stack.append(scene)
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scene.parent = self
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scene.on_enter(self)
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self._record_scene_change(old_scene, scene)
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def queue_scene_change(self, scene: Scene | None) -> None:
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self.scene_change_queue.append(scene)
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self._scene_changed = True
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def _resolve_queued_scene_push(self):
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while self.scene_push_queue:
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scene = self.scene_push_queue.pop(0)
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if scene is None:
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if not self._scene_stack:
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continue
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popped = self._scene_stack.pop()
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try:
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popped.on_exit(self)
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finally:
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self.remove_child(popped)
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current = self.current_scene
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if current is not None:
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current.on_resume(self)
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self._record_scene_change(popped, current)
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else:
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current = self.current_scene
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if current is not None:
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current.on_pause(self)
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self._scene_stack.append(scene)
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scene.parent = self
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scene.on_enter(self)
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self._record_scene_change(current, scene)
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def queue_scene_push(self, scene: Scene) -> None:
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self.scene_push_queue.append(scene)
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def queue_scene_pop(self) -> None:
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self.scene_push_queue.append(None)
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@property
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def has_modal(self) -> bool:
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return bool(self._modal_stack)
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@property
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def active_modal(self) -> UIElement | None:
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if not self._modal_stack:
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return None
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return self._modal_stack[-1]
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# pushing a modal should add it to the stack, while popping it should remove it. When a modal is pushed, the old modal (if any) should have its on_pause called, and the new modal should have its on_enter called. When a modal is popped, the old modal should have its on_exit called, and the new top modal (if any) should have its on_resume called.
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def _resolve_queued_modal_push(self):
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while self.modal_push_queue:
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modal, is_push = self.modal_push_queue.pop(0)
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if is_push:
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current = self.active_modal
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if current is not None:
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pause_func = getattr(current, "on_pause", None)
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if callable(pause_func):
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pause_func(modal, self)
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self._modal_stack.append(modal)
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modal.parent = self
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enter_func = getattr(modal, "on_enter", None)
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if callable(enter_func):
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enter_func(modal, self)
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self._record_modal_change(current, modal)
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else:
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if not self._modal_stack:
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continue
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if modal in self._modal_stack:
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was_active = self.active_modal is modal
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self._modal_stack.remove(modal)
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try:
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exit_func = getattr(modal, "on_exit", None)
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if callable(exit_func):
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exit_func(modal, self)
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finally:
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self.remove_child(modal)
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if was_active:
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current = self.active_modal
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if current is not None:
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resume_func = getattr(current, "on_resume", None)
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if callable(resume_func):
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resume_func(modal, self)
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self._record_modal_change(modal, current)
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else:
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continue
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def queue_modal_push(self, modal: UIElement) -> None:
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self.modal_push_queue.append((modal, True))
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def queue_modal_pop(self, modal: UIElement) -> None:
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self.modal_push_queue.append((modal, False))
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def queue_modal_clear(self) -> None:
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for modal in reversed(self._modal_stack):
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self.modal_push_queue.append((modal, False))
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def get_element_rect(self, element: UIElement) -> pg.Rect:
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parent = element.parent
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if isinstance(parent, UIElement):
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base_rect = self.get_element_rect(parent)
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base_x, base_y = base_rect.x, base_rect.y
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base_w, base_h = base_rect.w, base_rect.h
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if getattr(parent, "scrollable", False):
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base_y -= int(getattr(parent, "scroll_y", 0))
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else:
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base_x, base_y = 0, 0
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base_w, base_h = self.size
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padding = element.get_modifier(UIPadding)
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if padding:
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pad_scale = padding.scale
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pad_offset = padding.offset
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else:
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pad_scale = 0.0
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pad_offset = 0
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rect_x = max(round((element.scale.x + pad_scale) * base_w) + element.offset.x + pad_offset + base_x, 0)
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rect_y = max(round((element.scale.y + pad_scale) * base_h) + element.offset.y + pad_offset + base_y, 0)
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rect_w = max(round((element.scale.w - 2 * pad_scale) * base_w) + element.offset.w - 2 * pad_offset, 0)
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rect_h = max(round((element.scale.h - 2 * pad_scale) * base_h) + element.offset.h - 2 * pad_offset, 0)
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return pg.Rect(rect_x, rect_y, rect_w, rect_h)
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def _clips_descendants(self, element: UIElement) -> bool:
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return isinstance(element, Scene) or getattr(element, "scrollable", False)
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def _clip_for_element(self, element: UIElement) -> pg.Rect | None:
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clip: pg.Rect | None = None
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parent = element.parent
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while isinstance(parent, UIElement):
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if self._clips_descendants(parent):
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rect = self.get_element_rect(parent)
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clip = rect if clip is None else clip.clip(rect)
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parent = parent.parent
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return clip
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def _point_within_clip_ancestors(self, element: UIElement, point: tuple[int, int]) -> bool:
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parent = element.parent
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while isinstance(parent, UIElement):
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if self._clips_descendants(parent):
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if not self.get_element_rect(parent).collidepoint(point):
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return False
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parent = parent.parent
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return True
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def update_input(self):
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self.input.text_input = []
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self.input.mouse_wheel = 0
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for event in pg.event.get():
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if event.type == pg.QUIT:
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self.input.quit = True
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else:
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self.input.quit = False
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if event.type == pg.KEYDOWN:
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self.input.keys_pressed.add(Key.from_pygame(event.key))
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elif event.type == pg.KEYUP:
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self.input.keys_pressed.discard(Key.from_pygame(event.key))
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elif event.type == pg.MOUSEBUTTONDOWN:
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self.input.mouse_buttons_pressed.add(MouseButton.from_pygame(event.button))
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elif event.type == pg.MOUSEBUTTONUP:
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self.input.mouse_buttons_pressed.discard(MouseButton.from_pygame(event.button))
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elif event.type == pg.MOUSEMOTION:
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self.input.mouse_pos = event.pos
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elif event.type == pg.TEXTINPUT:
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310
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+
if event.text:
|
|
311
|
+
self.input.text_input.append(event.text)
|
|
312
|
+
elif event.type == pg.MOUSEWHEEL:
|
|
313
|
+
self.input.mouse_wheel += event.y
|
|
314
|
+
|
|
315
|
+
def _is_element_hittable(self, element: UIElement) -> bool:
|
|
316
|
+
if not element.visible or not element.enabled:
|
|
317
|
+
return False
|
|
318
|
+
rect = element.get_rect_px(self)
|
|
319
|
+
if rect.w <= 0 or rect.h <= 0:
|
|
320
|
+
return False
|
|
321
|
+
if not rect.collidepoint(self.input.mouse_pos):
|
|
322
|
+
return False
|
|
323
|
+
return self._point_within_clip_ancestors(element, self.input.mouse_pos)
|
|
324
|
+
|
|
325
|
+
def _update_hover_state(self, draw_order: list[UIElement]) -> None:
|
|
326
|
+
self._last_hovered_set = self._hovered_set
|
|
327
|
+
self._last_hovered_top = self._hovered_top
|
|
328
|
+
|
|
329
|
+
hovered: list[UIElement] = []
|
|
330
|
+
for element in draw_order:
|
|
331
|
+
if self._is_element_hittable(element):
|
|
332
|
+
hovered.append(element)
|
|
333
|
+
self._hovered_set = set(hovered)
|
|
334
|
+
self._hovered_top = hovered[-1] if hovered else None
|
|
335
|
+
|
|
336
|
+
def generate_processing_order(self, target: UIElement | None = None):
|
|
337
|
+
order: list[UIElement] = []
|
|
338
|
+
if target is None:
|
|
339
|
+
targ = self
|
|
340
|
+
else:
|
|
341
|
+
targ = target
|
|
342
|
+
order.append(targ)
|
|
343
|
+
|
|
344
|
+
for child in sorted(targ._children, key=lambda x: x.z):
|
|
345
|
+
order.extend(self.generate_processing_order(child))
|
|
346
|
+
return order
|
|
347
|
+
|
|
348
|
+
def generate_global_processing_order(self) -> list[UIElement]:
|
|
349
|
+
# Generate processing order for elements that are in the workspace but not in the current scene, AND have the global modifier
|
|
350
|
+
order: list[UIElement] = []
|
|
351
|
+
for child in sorted(self._children, key=lambda x: x.z):
|
|
352
|
+
if child not in self._scene_stack and child.get_modifier(GlobalElement):
|
|
353
|
+
order.append(child)
|
|
354
|
+
order.extend(self.generate_processing_order(child))
|
|
355
|
+
return order
|
|
356
|
+
|
|
357
|
+
def _base_processing_order(self) -> list[UIElement]:
|
|
358
|
+
scene = self.current_scene
|
|
359
|
+
if scene is not None:
|
|
360
|
+
return self.generate_processing_order(scene) + self.generate_global_processing_order()
|
|
361
|
+
return self.generate_processing_order()
|
|
362
|
+
|
|
363
|
+
def is_mouse_over(self, element: UIElement) -> bool:
|
|
364
|
+
return element in self._hovered_set
|
|
365
|
+
|
|
366
|
+
def is_mouse_top(self, element: UIElement) -> bool:
|
|
367
|
+
return self._hovered_top is element
|
|
368
|
+
|
|
369
|
+
def just_hovered_inclusive(self, element: UIElement) -> bool:
|
|
370
|
+
return element in self._hovered_set and element not in self._last_hovered_set
|
|
371
|
+
|
|
372
|
+
def just_hovered(self, element: UIElement) -> bool:
|
|
373
|
+
return self._hovered_top is element and self._last_hovered_top is not element
|
|
374
|
+
|
|
375
|
+
def just_unhovered_inclusive(self, element: UIElement) -> bool:
|
|
376
|
+
return element not in self._hovered_set and element in self._last_hovered_set
|
|
377
|
+
|
|
378
|
+
def just_unhovered(self, element: UIElement) -> bool:
|
|
379
|
+
return self._hovered_top is not element and self._last_hovered_top is element
|
|
380
|
+
|
|
381
|
+
def run(self):
|
|
382
|
+
self.running = True
|
|
383
|
+
while self.running:
|
|
384
|
+
self.screen.fill(self.color)
|
|
385
|
+
|
|
386
|
+
base_order = self._base_processing_order()
|
|
387
|
+
modal = self.active_modal
|
|
388
|
+
if modal is not None:
|
|
389
|
+
modal_order = self.generate_processing_order(modal)
|
|
390
|
+
else:
|
|
391
|
+
modal_order = []
|
|
392
|
+
self.update_input()
|
|
393
|
+
|
|
394
|
+
self._resolve_queued_scene_change()
|
|
395
|
+
self._resolve_queued_scene_push()
|
|
396
|
+
self._resolve_queued_modal_push()
|
|
397
|
+
|
|
398
|
+
input_order = modal_order if modal_order else base_order
|
|
399
|
+
self._update_hover_state(base_order + modal_order)
|
|
400
|
+
for inp_target in reversed(input_order):
|
|
401
|
+
if (
|
|
402
|
+
inp_target.block_input_when_occluded
|
|
403
|
+
and self.is_mouse_over(inp_target)
|
|
404
|
+
and not self.is_mouse_top(inp_target)
|
|
405
|
+
):
|
|
406
|
+
continue
|
|
407
|
+
inp_target.handle_input(self)
|
|
408
|
+
|
|
409
|
+
for draw_target in [*base_order, *modal_order]:
|
|
410
|
+
clip = self._clip_for_element(draw_target)
|
|
411
|
+
if clip is not None:
|
|
412
|
+
prev_clip = self.screen.get_clip()
|
|
413
|
+
self.screen.set_clip(clip)
|
|
414
|
+
draw_target.draw(self)
|
|
415
|
+
self.screen.set_clip(prev_clip)
|
|
416
|
+
else:
|
|
417
|
+
draw_target.draw(self)
|
|
418
|
+
|
|
419
|
+
pg.display.flip()
|
|
420
|
+
self.input.next_frame(self.clock.tick(self.fps) / 1000)
|
|
421
|
+
self._scene_changed = False
|
|
422
|
+
self._modal_changed = False
|
|
423
|
+
pg.quit()
|
|
424
|
+
|
|
425
|
+
def quit(self):
|
|
426
|
+
self.running = False
|
|
427
|
+
self.input.quit = True
|
|
428
|
+
|
|
429
|
+
__all__ = [
|
|
430
|
+
"init",
|
|
431
|
+
"Workspace"
|
|
432
|
+
]
|
|
@@ -0,0 +1,191 @@
|
|
|
1
|
+
Metadata-Version: 2.4
|
|
2
|
+
Name: PlayPy
|
|
3
|
+
Version: 0.2.1
|
|
4
|
+
Summary: PlayPy is a lightweight Python library for creating simple games and interactive applications with ease. It provides a straightforward API for handling graphics, input, and basic game mechanics, making it ideal for beginners and those looking to quickly prototype their ideas.
|
|
5
|
+
Author-email: angel <angyv2861@gmail.com>
|
|
6
|
+
License: MIT License
|
|
7
|
+
|
|
8
|
+
Copyright (c) 2026 Angel Ventura
|
|
9
|
+
|
|
10
|
+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
11
|
+
of this software and associated documentation files (the "Software"), to deal
|
|
12
|
+
in the Software without restriction, including without limitation the rights
|
|
13
|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
14
|
+
copies of the Software, and to permit persons to whom the Software is
|
|
15
|
+
furnished to do so, subject to the following conditions:
|
|
16
|
+
|
|
17
|
+
The above copyright notice and this permission notice shall be included in all
|
|
18
|
+
copies or substantial portions of the Software.
|
|
19
|
+
|
|
20
|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
21
|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
22
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
23
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
24
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
25
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
26
|
+
SOFTWARE.
|
|
27
|
+
Requires-Python: >=3.14
|
|
28
|
+
Description-Content-Type: text/markdown
|
|
29
|
+
License-File: LICENSE
|
|
30
|
+
Requires-Dist: pygame-ce>=2.5.6
|
|
31
|
+
Requires-Dist: colorama>=0.4.6
|
|
32
|
+
Dynamic: license-file
|
|
33
|
+
|
|
34
|
+
# PlayPy (0.2.1)
|
|
35
|
+
|
|
36
|
+
PlayPy is a lightweight Python library for creating simple games and interactive applications with ease. It provides a straightforward API for handling graphics, input, and basic game mechanics, making it ideal for beginners and those looking to quickly prototype their ideas.
|
|
37
|
+
|
|
38
|
+
## Requirements
|
|
39
|
+
|
|
40
|
+
- Python `>=3.11`
|
|
41
|
+
- `pygame >=2.6.1`
|
|
42
|
+
|
|
43
|
+
## Installation
|
|
44
|
+
|
|
45
|
+
To install PlayPy, enter the following line into your terminal: `pip install playpy`, or `python -m pip install playpy` if the first line does not work.
|
|
46
|
+
|
|
47
|
+
## Core Concepts
|
|
48
|
+
|
|
49
|
+
### Workspace
|
|
50
|
+
|
|
51
|
+
`Workspace` owns the window, render loop, input state, scene stack, and modal stack.
|
|
52
|
+
|
|
53
|
+
Key methods:
|
|
54
|
+
|
|
55
|
+
- `run()` starts runtime loop
|
|
56
|
+
- `quit()` stops runtime loop
|
|
57
|
+
- `queue_scene_change(scene)` replaces the current scene
|
|
58
|
+
- `queue_scene_push(scene)` / `queue_scene_pop()` stacks scenes
|
|
59
|
+
- `queue_modal_push(element)` / `queue_modal_pop()` manages overlays
|
|
60
|
+
|
|
61
|
+
### Layout Values
|
|
62
|
+
|
|
63
|
+
PlayPy uses two rectangle value types:
|
|
64
|
+
|
|
65
|
+
- `FRect(*args)`
|
|
66
|
+
Relative scale (fraction of parent rectangle).
|
|
67
|
+
- `Rect(*args)`
|
|
68
|
+
Absolute pixel offsets applied on top of scale.
|
|
69
|
+
- Overloads are: `x, y, w, h` \ `topleft, size` \ `(x, y, w, h)` \ `(topleft, size)`
|
|
70
|
+
|
|
71
|
+
Final element rect = `scale * parent_size + offset`.
|
|
72
|
+
|
|
73
|
+
### Parenting
|
|
74
|
+
|
|
75
|
+
Any `UIElement` can contain children. Assigning parent wires it automatically:
|
|
76
|
+
|
|
77
|
+
```python
|
|
78
|
+
child.parent = parent
|
|
79
|
+
```
|
|
80
|
+
|
|
81
|
+
Or use helpers:
|
|
82
|
+
|
|
83
|
+
```python
|
|
84
|
+
parent.add_child(child)
|
|
85
|
+
```
|
|
86
|
+
|
|
87
|
+
You can use the `parent`, `ancestors`, `children`, and `descendants` properties to find ancestors or descendants of an element.
|
|
88
|
+
|
|
89
|
+
You can use other built-in methods to tell descendance:
|
|
90
|
+
- `is_parent_of(child)`, `is_child_of(parent)`
|
|
91
|
+
- `is_ancestor_of(descendant)`, `is_descendant_of(ancestor)`
|
|
92
|
+
|
|
93
|
+
## Built-in Elements
|
|
94
|
+
|
|
95
|
+
- `UIPanel`: colored rectangle container
|
|
96
|
+
- `UIScrollablePanel`: panel with wheel scrolling
|
|
97
|
+
- `UIText`: wrapped text rendering with alignment
|
|
98
|
+
- `UIButton`: clickable button with hover/pressed colors
|
|
99
|
+
- `UITextbox`: single-line text input with placeholder/caret
|
|
100
|
+
- `Scene`: root container for scene lifecycle
|
|
101
|
+
|
|
102
|
+
## Modifiers
|
|
103
|
+
|
|
104
|
+
Modifiers attach style/behavior to a single element.
|
|
105
|
+
|
|
106
|
+
- `UIPadding(scale=0, offset=10)` - Adds padding to the element.
|
|
107
|
+
- `UIOutline(color, width, edge_type)` - Adds an outline to the element.
|
|
108
|
+
- `UIBorderRadius(radius)` - Adds a border radius (rounded corners) to the element.
|
|
109
|
+
- `UIGradient(start_color, end_color, direction)` - Converts the background color of the element to a gradient.
|
|
110
|
+
- `UIFont(font_path=None, font_size=None, bold=None, italic=None, antialias=None)` - Changes the font of the text.
|
|
111
|
+
- `GlobalElement()` - If added to a `Workspace` descended element, makes this object shown and handled even when another scene is running.
|
|
112
|
+
|
|
113
|
+
Attach/get/remove:
|
|
114
|
+
|
|
115
|
+
```python
|
|
116
|
+
element.set_modifier(plp.UIOutline((0, 0, 0), 2, "middle"))
|
|
117
|
+
outline = element.get_modifier(plp.UIOutline)
|
|
118
|
+
element.remove_modifier(plp.UIOutline)
|
|
119
|
+
```
|
|
120
|
+
|
|
121
|
+
## Event Helpers
|
|
122
|
+
|
|
123
|
+
Decorator helpers create `Event` elements attached to a workspace, scene, or element.
|
|
124
|
+
|
|
125
|
+
- `@on_start(target)` - Runs when the scene/workspace starts running/
|
|
126
|
+
- `@on_update(target)`
|
|
127
|
+
- `@on_quit(target)`
|
|
128
|
+
- `@on_scene_change(target)`
|
|
129
|
+
- `@on_modal_change(target)`
|
|
130
|
+
- `@create_event(target, condition)` for custom conditions
|
|
131
|
+
|
|
132
|
+
Events created on the main workspace will trigger in all scenes. Pass in `global_event=false` to disable this.
|
|
133
|
+
|
|
134
|
+
Example:
|
|
135
|
+
|
|
136
|
+
```python
|
|
137
|
+
@plp.on_update(ws)
|
|
138
|
+
def tick(w: plp.Workspace):
|
|
139
|
+
if plp.Key.ESCAPE in w.input.key_downs:
|
|
140
|
+
w.quit()
|
|
141
|
+
|
|
142
|
+
@plp.on_update(ws, global_event=false)
|
|
143
|
+
def tick(w: plp.Workspace):
|
|
144
|
+
if plp.Key.UP in w.input.key_downs:
|
|
145
|
+
w.push_scene(s)
|
|
146
|
+
```
|
|
147
|
+
|
|
148
|
+
## Scene and Modal Behavior
|
|
149
|
+
|
|
150
|
+
- If a modal is active, input is only routed to the modal tree
|
|
151
|
+
- Scene descendants are clipped to the scene rectangle for both drawing and hit-testing
|
|
152
|
+
- `Workspace` tracks scene/modal transitions with:
|
|
153
|
+
- `current_scene`, `previous_scene`, `scene_changed`
|
|
154
|
+
- `current_modal`, `previous_modal`, `modal_changed`
|
|
155
|
+
- Scenes can implement lifecycle hooks:
|
|
156
|
+
- `on_enter`, `on_exit`, `on_pause`, `on_resume`
|
|
157
|
+
|
|
158
|
+
## Input State
|
|
159
|
+
|
|
160
|
+
Read per-frame input from `workspace.input`:
|
|
161
|
+
|
|
162
|
+
- `keys_pressed`, `key_downs`, `key_ups` contain `plp.Key` values
|
|
163
|
+
- `mouse_buttons_pressed`, `mouse_downs`, `mouse_ups` contain `plp.MouseButton` values
|
|
164
|
+
- `mouse_pos`, `mouse_delta`, `mouse_wheel`
|
|
165
|
+
- `text_input`
|
|
166
|
+
- `dt`, `runtime`, `quit`
|
|
167
|
+
- `key_held(key)`, `key_up(key)`, `key_down(key)`
|
|
168
|
+
- `mousebutton_held(mb)`, `mousebutton_up(mb)`, `mousebutton_down(mb)`
|
|
169
|
+
|
|
170
|
+
### Hover State
|
|
171
|
+
|
|
172
|
+
You can check the hovered objects and top hovered object using the helper methods in `Workspace`.
|
|
173
|
+
|
|
174
|
+
- `is_mouse_top(element)`, `just_hovered(element)`, `just_unhovered(element)` are for checking only the top hovered object.
|
|
175
|
+
- `is_mouse_over(element)`, `just_hovered_inclusive(element)`, `just_unhovered_inclusive(element)` are for checking all of the hovered objects.
|
|
176
|
+
|
|
177
|
+
event helpers come with these too.
|
|
178
|
+
|
|
179
|
+
- `@on_hover(scope, hovered)`, `@on_unhover(scope, hovered)`, `while_hovered(scope, hovered)` for only top.
|
|
180
|
+
- `@on_hover_inclusive(scope, hovered)`, `@on_unhover_inclusive(scope, hovered)`, `while_hovered_inclusive(scope, hovered)` for all.
|
|
181
|
+
|
|
182
|
+
These are useful because they can then be used to check if the user is clicking an object
|
|
183
|
+
|
|
184
|
+
```python
|
|
185
|
+
obj = plp.UIPanel(plp.FRect(1, 1, 0, 0), plp.empty_rect(), (0, 0, 0))
|
|
186
|
+
|
|
187
|
+
@while_hovered(ws, obj)
|
|
188
|
+
def click_check(w: plp.Workspace):
|
|
189
|
+
if w.input.mousebutton_down(plp.MouseButton.LEFT):
|
|
190
|
+
print("LMB down!")
|
|
191
|
+
```
|
|
@@ -0,0 +1,12 @@
|
|
|
1
|
+
playpy/__init__.py,sha256=uWWOAXZGnk-h19MM8cxHBMqCbzI1A-52oB9k9uIyKfM,6539
|
|
2
|
+
playpy/builtin.py,sha256=i1c-3iHfBHEuaIzcFwm2TiFbTi9a1z2zTrNYN1T2_Oc,22206
|
|
3
|
+
playpy/elements.py,sha256=wKC5aCvHWSdyLBgUzjisx2_zKFDu2lL7zV5sya9qXB8,5777
|
|
4
|
+
playpy/resources.py,sha256=Xq5t_SIviZL-hk45pvzyH23IEvkIAhaZCBQCkUO_HeU,4258
|
|
5
|
+
playpy/state.py,sha256=lyK4NdSoW2wf_i15B0taSzkCZDRjo8f9ZSZjzRlwA2w,15609
|
|
6
|
+
playpy/workspace.py,sha256=vVv7FvrMVKbzq0z1bAsVlignazLmBsE8O4DzeApb-7Q,16261
|
|
7
|
+
playpy/data/default_icon.ppm,sha256=-NEiMj1mprrnvgQNJU8CWoOwCEO5r4pXRA7VOn68Occ,49
|
|
8
|
+
playpy-0.2.1.dist-info/licenses/LICENSE,sha256=8dZpItcQjCSUQRQPqIygCC-yEEMY7RyXdqfrEuzspb0,1089
|
|
9
|
+
playpy-0.2.1.dist-info/METADATA,sha256=q5dSN2qL4-y3YIF5vuvkq3e3PUYVx1TGeIXsVk4PzYk,7413
|
|
10
|
+
playpy-0.2.1.dist-info/WHEEL,sha256=aeYiig01lYGDzBgS8HxWXOg3uV61G9ijOsup-k9o1sk,91
|
|
11
|
+
playpy-0.2.1.dist-info/top_level.txt,sha256=h_sU-O668sv_ikUtp4aFsgr4XO_3AWP1XKyWcTxqqRE,7
|
|
12
|
+
playpy-0.2.1.dist-info/RECORD,,
|
|
@@ -0,0 +1,21 @@
|
|
|
1
|
+
MIT License
|
|
2
|
+
|
|
3
|
+
Copyright (c) 2026 Angel Ventura
|
|
4
|
+
|
|
5
|
+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
6
|
+
of this software and associated documentation files (the "Software"), to deal
|
|
7
|
+
in the Software without restriction, including without limitation the rights
|
|
8
|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
9
|
+
copies of the Software, and to permit persons to whom the Software is
|
|
10
|
+
furnished to do so, subject to the following conditions:
|
|
11
|
+
|
|
12
|
+
The above copyright notice and this permission notice shall be included in all
|
|
13
|
+
copies or substantial portions of the Software.
|
|
14
|
+
|
|
15
|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
16
|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
17
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
18
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
19
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
20
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
21
|
+
SOFTWARE.
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
playpy
|