mini-arcade-core 0.9.0__tar.gz → 0.9.2__tar.gz

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Files changed (20) hide show
  1. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/PKG-INFO +1 -1
  2. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/pyproject.toml +1 -1
  3. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/__init__.py +3 -0
  4. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/backend.py +18 -2
  5. mini_arcade_core-0.9.2/src/mini_arcade_core/keymaps/sdl.py +98 -0
  6. mini_arcade_core-0.9.2/src/mini_arcade_core/keys.py +160 -0
  7. mini_arcade_core-0.9.2/src/mini_arcade_core/ui/__init__.py +0 -0
  8. mini_arcade_core-0.9.2/src/mini_arcade_core/ui/menu.py +371 -0
  9. mini_arcade_core-0.9.0/src/mini_arcade_core/ui/menu.py +0 -135
  10. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/LICENSE +0 -0
  11. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/README.md +0 -0
  12. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/boundaries2d.py +0 -0
  13. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/collision2d.py +0 -0
  14. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/entity.py +0 -0
  15. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/game.py +0 -0
  16. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/geometry2d.py +0 -0
  17. {mini_arcade_core-0.9.0/src/mini_arcade_core/ui → mini_arcade_core-0.9.2/src/mini_arcade_core/keymaps}/__init__.py +0 -0
  18. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/kinematics2d.py +0 -0
  19. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/physics2d.py +0 -0
  20. {mini_arcade_core-0.9.0 → mini_arcade_core-0.9.2}/src/mini_arcade_core/scene.py +0 -0
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.4
2
2
  Name: mini-arcade-core
3
- Version: 0.9.0
3
+ Version: 0.9.2
4
4
  Summary: Tiny scene-based game loop core for small arcade games.
5
5
  License: Copyright (c) 2025 Santiago Rincón
6
6
 
@@ -4,7 +4,7 @@ build-backend = "poetry.core.masonry.api"
4
4
 
5
5
  [project]
6
6
  name = "mini-arcade-core"
7
- version = "0.9.0"
7
+ version = "0.9.2"
8
8
  description = "Tiny scene-based game loop core for small arcade games."
9
9
  authors = [
10
10
  { name = "Santiago Rincon", email = "rincores@gmail.com" },
@@ -19,6 +19,7 @@ from .collision2d import RectCollider
19
19
  from .entity import Entity, KinematicEntity, SpriteEntity
20
20
  from .game import Game, GameConfig
21
21
  from .geometry2d import Bounds2D, Position2D, Size2D
22
+ from .keys import Key, keymap
22
23
  from .kinematics2d import KinematicData
23
24
  from .physics2d import Velocity2D
24
25
  from .scene import Scene
@@ -69,6 +70,8 @@ __all__ = [
69
70
  "VerticalWrap",
70
71
  "RectSprite",
71
72
  "RectKinematic",
73
+ "Key",
74
+ "keymap",
72
75
  ]
73
76
 
74
77
  PACKAGE_NAME = "mini-arcade-core" # or whatever is in your pyproject.toml
@@ -9,6 +9,8 @@ from dataclasses import dataclass
9
9
  from enum import Enum, auto
10
10
  from typing import Iterable, Optional, Protocol, Tuple, Union
11
11
 
12
+ from .keys import Key
13
+
12
14
  Color = Union[Tuple[int, int, int], Tuple[int, int, int, int]]
13
15
 
14
16
 
@@ -57,7 +59,8 @@ class Event:
57
59
  - key: integer key code (e.g. ESC = 27), or None if not applicable
58
60
 
59
61
  :ivar type (EventType): The type of event.
60
- :ivar key (int | None): The key code associated with the event, if any.
62
+ :ivar key (Key | None): The key associated with the event, if any.
63
+ :ivar key_code (int | None): The key code associated with the event, if any.
61
64
  :ivar scancode (int | None): The hardware scancode of the key, if any.
62
65
  :ivar mod (int | None): Modifier keys bitmask, if any.
63
66
  :ivar repeat (bool | None): Whether this key event is a repeat, if any.
@@ -72,7 +75,8 @@ class Event:
72
75
  """
73
76
 
74
77
  type: EventType
75
- key: Optional[int] = None
78
+ key: Key | None = None # Use Key enum for better clarity
79
+ key_code: Optional[int] = None
76
80
 
77
81
  # Keyboard extras (optional)
78
82
  scancode: Optional[int] = None
@@ -210,6 +214,18 @@ class Backend(Protocol):
210
214
  :type color: Color
211
215
  """
212
216
 
217
+ def measure_text(self, text: str) -> tuple[int, int]:
218
+ """
219
+ Measure the width and height of the given text string in pixels.
220
+
221
+ :param text: The text string to measure.
222
+ :type text: str
223
+
224
+ :return: A tuple (width, height) in pixels.
225
+ :rtype: tuple[int, int]
226
+ """
227
+ raise NotImplementedError
228
+
213
229
  def capture_frame(self, path: str | None = None) -> bytes | None:
214
230
  """
215
231
  Capture the current frame.
@@ -0,0 +1,98 @@
1
+ """
2
+ SDL keymap for mini arcade core.
3
+ Maps SDL keycodes to mini arcade core Key enums.
4
+ """
5
+
6
+ from __future__ import annotations
7
+
8
+ from mini_arcade_core.keys import Key
9
+
10
+ # SDL keycodes you need (minimal set)
11
+ SDLK_ESCAPE = 27
12
+ SDLK_RETURN = 13
13
+ SDLK_SPACE = 32
14
+ SDLK_TAB = 9
15
+ SDLK_BACKSPACE = 8
16
+
17
+ SDLK_UP = 1073741906
18
+ SDLK_DOWN = 1073741905
19
+ SDLK_LEFT = 1073741904
20
+ SDLK_RIGHT = 1073741903
21
+
22
+ F1 = 1073741882
23
+ F2 = 1073741883
24
+ F3 = 1073741884
25
+ F4 = 1073741885
26
+ F5 = 1073741886
27
+ F6 = 1073741887
28
+ F7 = 1073741888
29
+ F8 = 1073741889
30
+ F9 = 1073741890
31
+ F10 = 1073741891
32
+ F11 = 1073741892
33
+ F12 = 1073741893
34
+
35
+ SDL_KEYCODE_TO_KEY: dict[int, Key] = {
36
+ # Letters
37
+ ord("a"): Key.A,
38
+ ord("b"): Key.B,
39
+ ord("c"): Key.C,
40
+ ord("d"): Key.D,
41
+ ord("e"): Key.E,
42
+ ord("f"): Key.F,
43
+ ord("g"): Key.G,
44
+ ord("h"): Key.H,
45
+ ord("i"): Key.I,
46
+ ord("j"): Key.J,
47
+ ord("k"): Key.K,
48
+ ord("l"): Key.L,
49
+ ord("m"): Key.M,
50
+ ord("n"): Key.N,
51
+ ord("o"): Key.O,
52
+ ord("p"): Key.P,
53
+ ord("q"): Key.Q,
54
+ ord("r"): Key.R,
55
+ ord("s"): Key.S,
56
+ ord("t"): Key.T,
57
+ ord("u"): Key.U,
58
+ ord("v"): Key.V,
59
+ ord("w"): Key.W,
60
+ ord("x"): Key.X,
61
+ ord("y"): Key.Y,
62
+ ord("z"): Key.Z,
63
+ # Arrows
64
+ SDLK_UP: Key.UP,
65
+ SDLK_DOWN: Key.DOWN,
66
+ SDLK_LEFT: Key.LEFT,
67
+ SDLK_RIGHT: Key.RIGHT,
68
+ # Common
69
+ SDLK_ESCAPE: Key.ESCAPE,
70
+ SDLK_SPACE: Key.SPACE,
71
+ SDLK_RETURN: Key.ENTER,
72
+ SDLK_TAB: Key.TAB,
73
+ SDLK_BACKSPACE: Key.BACKSPACE,
74
+ # Numbers
75
+ ord("0"): Key.NUM_0,
76
+ ord("1"): Key.NUM_1,
77
+ ord("2"): Key.NUM_2,
78
+ ord("3"): Key.NUM_3,
79
+ ord("4"): Key.NUM_4,
80
+ ord("5"): Key.NUM_5,
81
+ ord("6"): Key.NUM_6,
82
+ ord("7"): Key.NUM_7,
83
+ ord("8"): Key.NUM_8,
84
+ ord("9"): Key.NUM_9,
85
+ # Function keys
86
+ F1: Key.F1,
87
+ F2: Key.F2,
88
+ F3: Key.F3,
89
+ F4: Key.F4,
90
+ F5: Key.F5,
91
+ F6: Key.F6,
92
+ F7: Key.F7,
93
+ F8: Key.F8,
94
+ F9: Key.F9,
95
+ F10: Key.F10,
96
+ F11: Key.F11,
97
+ F12: Key.F12,
98
+ }
@@ -0,0 +1,160 @@
1
+ """
2
+ Mini Arcade Core key definitions.
3
+ """
4
+
5
+ from __future__ import annotations
6
+
7
+ from dataclasses import dataclass
8
+ from enum import Enum, auto
9
+
10
+
11
+ class Key(Enum):
12
+ """
13
+ Enumeration of common keyboard keys.
14
+
15
+ :ivar A-Z: Letter keys.
16
+ :ivar arrow_up, arrow_down, arrow_left, arrow_right: Arrow keys.
17
+ :ivar escape, space, enter, tab, backspace: Common control keys.
18
+ :ivar num_0 - num_9: Number keys.
19
+ :ivar f1 - f12: Function keys.
20
+ """
21
+
22
+ # Letters
23
+ A = auto()
24
+ B = auto()
25
+ C = auto()
26
+ D = auto()
27
+ E = auto()
28
+ F = auto()
29
+ G = auto()
30
+ H = auto()
31
+ I = auto()
32
+ J = auto()
33
+ K = auto()
34
+ L = auto()
35
+ M = auto()
36
+ N = auto()
37
+ O = auto()
38
+ P = auto()
39
+ Q = auto()
40
+ R = auto()
41
+ S = auto()
42
+ T = auto()
43
+ U = auto()
44
+ V = auto()
45
+ W = auto()
46
+ X = auto()
47
+ Y = auto()
48
+ Z = auto()
49
+
50
+ # Arrows
51
+ UP = auto()
52
+ DOWN = auto()
53
+ LEFT = auto()
54
+ RIGHT = auto()
55
+
56
+ # Common
57
+ ESCAPE = auto()
58
+ SPACE = auto()
59
+ ENTER = auto()
60
+ TAB = auto()
61
+ BACKSPACE = auto()
62
+
63
+ # Numbers
64
+ NUM_0 = auto()
65
+ NUM_1 = auto()
66
+ NUM_2 = auto()
67
+ NUM_3 = auto()
68
+ NUM_4 = auto()
69
+ NUM_5 = auto()
70
+ NUM_6 = auto()
71
+ NUM_7 = auto()
72
+ NUM_8 = auto()
73
+ NUM_9 = auto()
74
+
75
+ # Function keys
76
+ F1 = auto()
77
+ F2 = auto()
78
+ F3 = auto()
79
+ F4 = auto()
80
+ F5 = auto()
81
+ F6 = auto()
82
+ F7 = auto()
83
+ F8 = auto()
84
+ F9 = auto()
85
+ F10 = auto()
86
+ F11 = auto()
87
+ F12 = auto()
88
+
89
+
90
+ # Justification: Simple alias object for keys
91
+ # pylint: disable=too-many-instance-attributes
92
+ @dataclass(frozen=True)
93
+ class _Keys:
94
+ # alias object so user code can do keys.w, keys.arrow_up, etc.
95
+ a: Key = Key.A
96
+ b: Key = Key.B
97
+ c: Key = Key.C
98
+ d: Key = Key.D
99
+ e: Key = Key.E
100
+ f: Key = Key.F
101
+ g: Key = Key.G
102
+ h: Key = Key.H
103
+ i: Key = Key.I
104
+ j: Key = Key.J
105
+ k: Key = Key.K
106
+ l: Key = Key.L
107
+ m: Key = Key.M
108
+ n: Key = Key.N
109
+ o: Key = Key.O
110
+ p: Key = Key.P
111
+ q: Key = Key.Q
112
+ r: Key = Key.R
113
+ s: Key = Key.S
114
+ t: Key = Key.T
115
+ u: Key = Key.U
116
+ v: Key = Key.V
117
+ w: Key = Key.W
118
+ x: Key = Key.X
119
+ y: Key = Key.Y
120
+ z: Key = Key.Z
121
+
122
+ up: Key = Key.UP
123
+ down: Key = Key.DOWN
124
+ left: Key = Key.LEFT
125
+ right: Key = Key.RIGHT
126
+
127
+ escape: Key = Key.ESCAPE
128
+ space: Key = Key.SPACE
129
+ enter: Key = Key.ENTER
130
+ tab: Key = Key.TAB
131
+ backspace: Key = Key.BACKSPACE
132
+
133
+ num_0: Key = Key.NUM_0
134
+ num_1: Key = Key.NUM_1
135
+ num_2: Key = Key.NUM_2
136
+ num_3: Key = Key.NUM_3
137
+ num_4: Key = Key.NUM_4
138
+ num_5: Key = Key.NUM_5
139
+ num_6: Key = Key.NUM_6
140
+ num_7: Key = Key.NUM_7
141
+ num_8: Key = Key.NUM_8
142
+ num_9: Key = Key.NUM_9
143
+
144
+ f1: Key = Key.F1
145
+ f2: Key = Key.F2
146
+ f3: Key = Key.F3
147
+ f4: Key = Key.F4
148
+ f5: Key = Key.F5
149
+ f6: Key = Key.F6
150
+ f7: Key = Key.F7
151
+ f8: Key = Key.F8
152
+ f9: Key = Key.F9
153
+ f10: Key = Key.F10
154
+ f11: Key = Key.F11
155
+ f12: Key = Key.F12
156
+
157
+
158
+ # pylint: enable=too-many-instance-attributes
159
+
160
+ keymap = _Keys()
@@ -0,0 +1,371 @@
1
+ """
2
+ Menu system for mini arcade core.
3
+ """
4
+
5
+ from __future__ import annotations
6
+
7
+ from dataclasses import dataclass
8
+ from typing import Callable, Sequence
9
+
10
+ from mini_arcade_core.backend import Backend, Color, Event, EventType
11
+ from mini_arcade_core.geometry2d import Size2D
12
+
13
+ MenuAction = Callable[[], None]
14
+
15
+
16
+ @dataclass(frozen=True)
17
+ class MenuItem:
18
+ """
19
+ Represents a single item in a menu.
20
+
21
+ :ivar label (str): The text label of the menu item.
22
+ :ivar on_select (MenuAction): The action to perform when the item is selected.
23
+ """
24
+
25
+ label: str
26
+ on_select: MenuAction
27
+
28
+
29
+ # Justification: Data container for styling options needs
30
+ # some attributes.
31
+ # pylint: disable=too-many-instance-attributes
32
+ @dataclass
33
+ class MenuStyle:
34
+ """
35
+ Styling options for the Menu.
36
+
37
+ :ivar normal (Color): Color for unselected items.
38
+ :ivar selected (Color): Color for the selected item.
39
+ :ivar line_height (int): Vertical spacing between items.
40
+ """
41
+
42
+ normal: Color = (220, 220, 220)
43
+ selected: Color = (255, 255, 0)
44
+
45
+ # Layout
46
+ line_height: int = 28
47
+ title_color: Color = (255, 255, 255)
48
+ title_spacing: int = 18
49
+
50
+ # Scene background (solid)
51
+ background_color: Color | None = None # e.g. BACKGROUND
52
+
53
+ # Optional full-screen overlay (dim)
54
+ overlay_color: Color | None = None # e.g. (0,0,0,0.5) for pause
55
+
56
+ # Panel behind content (optional)
57
+ panel_color: Color | None = None
58
+ panel_padding_x: int = 24
59
+ panel_padding_y: int = 18
60
+
61
+ # Button rendering (optional)
62
+ button_enabled: bool = False
63
+ button_fill: Color = (30, 30, 30, 1.0)
64
+ button_border: Color = (120, 120, 120, 1.0)
65
+ button_selected_border: Color = (255, 255, 0, 1.0)
66
+ button_width: int | None = (
67
+ None # if None -> auto-fit to longest label + padding
68
+ )
69
+ button_height: int = 40
70
+ button_gap: int = 20
71
+ button_padding_x: int = 20 # used for auto-fit + text centering
72
+
73
+ # Hint footer (optional)
74
+ hint: str | None = None
75
+ hint_color: Color = (200, 200, 200)
76
+ hint_margin_bottom: int = 50
77
+
78
+
79
+ # pylint: enable=too-many-instance-attributes
80
+
81
+
82
+ class Menu:
83
+ """A simple text-based menu system."""
84
+
85
+ def __init__(
86
+ self,
87
+ items: Sequence[MenuItem],
88
+ *,
89
+ viewport: Size2D | None = None,
90
+ title: str | None = None,
91
+ style: MenuStyle | None = None,
92
+ ):
93
+ """
94
+ :param items: Sequence of MenuItem instances to display.
95
+ type items: Sequence[MenuItem]
96
+
97
+ :param x: X coordinate for the menu's top-left corner.
98
+ :param y: Y coordinate for the menu's top-left corner.
99
+
100
+ :param style: Optional MenuStyle for customizing appearance.
101
+ :type style: MenuStyle | None
102
+ """
103
+ self.items = list(items)
104
+ self.viewport = viewport
105
+ self.title = title
106
+ self.style = style or MenuStyle()
107
+ self.selected_index = 0
108
+
109
+ def move_up(self):
110
+ """Move the selection up by one item, wrapping around if necessary."""
111
+ if self.items:
112
+ self.selected_index = (self.selected_index - 1) % len(self.items)
113
+
114
+ def move_down(self):
115
+ """Move the selection down by one item, wrapping around if necessary."""
116
+ if self.items:
117
+ self.selected_index = (self.selected_index + 1) % len(self.items)
118
+
119
+ def select(self):
120
+ """Select the currently highlighted item, invoking its action."""
121
+ if self.items:
122
+ self.items[self.selected_index].on_select()
123
+
124
+ def handle_event(
125
+ self,
126
+ event: Event,
127
+ *,
128
+ up_key: int,
129
+ down_key: int,
130
+ select_key: int,
131
+ ):
132
+ """
133
+ Handle an input event to navigate the menu.
134
+
135
+ :param event: The input event to handle.
136
+ :type event: Event
137
+
138
+ :param up_key: Key code for moving selection up.
139
+ type up_key: int
140
+
141
+ :param down_key: Key code for moving selection down.
142
+ :type down_key: int
143
+
144
+ :param select_key: Key code for selecting the current item.
145
+ :type select_key: int
146
+ """
147
+ if event.type != EventType.KEYDOWN or event.key is None:
148
+ return
149
+ if event.key == up_key:
150
+ self.move_up()
151
+ elif event.key == down_key:
152
+ self.move_down()
153
+ elif event.key == select_key:
154
+ self.select()
155
+
156
+ def _measure_content(self, surface: Backend) -> tuple[int, int, int]:
157
+ """
158
+ Returns (content_width, content_height, title_height)
159
+ where content is items-only (no padding).
160
+ """
161
+ if not self.items and not self.title:
162
+ return 0, 0, 0
163
+
164
+ max_w = 0
165
+ title_h = 0
166
+
167
+ if self.title:
168
+ tw, th = surface.measure_text(self.title)
169
+ max_w = max(max_w, tw)
170
+ title_h = th
171
+
172
+ # Items
173
+ for it in self.items:
174
+ w, _ = surface.measure_text(it.label)
175
+ max_w = max(max_w, w)
176
+
177
+ items_h = len(self.items) * self.style.line_height
178
+
179
+ # Total content height includes title block if present
180
+ content_h = items_h
181
+ if self.title:
182
+ content_h += title_h + self.style.title_spacing
183
+
184
+ return max_w, content_h, title_h
185
+
186
+ def draw(self, surface: Backend):
187
+ """
188
+ Draw the menu onto the given backend surface.
189
+
190
+ :param surface: The backend surface to draw on.
191
+ :type surface: Backend
192
+ """
193
+ if self.viewport is None:
194
+ raise ValueError(
195
+ "Menu requires viewport=Size2D for centering/layout"
196
+ )
197
+
198
+ vw, vh = self.viewport.width, self.viewport.height
199
+
200
+ # 0) Solid background (for main menus)
201
+ if self.style.background_color is not None:
202
+ surface.draw_rect(0, 0, vw, vh, color=self.style.background_color)
203
+
204
+ # 1) Overlay (for pause, etc.)
205
+ if self.style.overlay_color is not None:
206
+ surface.draw_rect(0, 0, vw, vh, color=self.style.overlay_color)
207
+
208
+ # 2) Compute menu content bounds (panel area)
209
+ content_w, content_h, title_h = self._measure_content(surface)
210
+
211
+ pad_x, pad_y = self.style.panel_padding_x, self.style.panel_padding_y
212
+ panel_w = content_w + pad_x * 2
213
+ panel_h = content_h + pad_y * 2
214
+
215
+ x0 = (vw - panel_w) // 2
216
+ y0 = (vh - panel_h) // 2
217
+
218
+ # Optional vertical offset if you add it later:
219
+ # y0 += self.style.center_offset_y
220
+
221
+ # 3) Panel (optional)
222
+ if self.style.panel_color is not None:
223
+ surface.draw_rect(
224
+ x0, y0, panel_w, panel_h, color=self.style.panel_color
225
+ )
226
+
227
+ # 4) Draw title + items
228
+ cursor_y = y0 + pad_y
229
+ x_center = x0 + (panel_w // 2)
230
+
231
+ if self.title:
232
+ self._draw_text_center_x(
233
+ surface,
234
+ x_center,
235
+ cursor_y,
236
+ self.title,
237
+ color=self.style.title_color,
238
+ )
239
+ cursor_y += title_h + self.style.title_spacing
240
+
241
+ if self.style.button_enabled:
242
+ self._draw_buttons(surface, x_center, cursor_y)
243
+ else:
244
+ self._draw_text_items(surface, x_center, cursor_y)
245
+
246
+ # 5) Hint footer (optional)
247
+ if self.style.hint:
248
+ self._draw_text_center_x(
249
+ surface,
250
+ vw // 2,
251
+ vh - self.style.hint_margin_bottom,
252
+ self.style.hint,
253
+ color=self.style.hint_color,
254
+ )
255
+
256
+ def _draw_text_items(
257
+ self, surface: Backend, x_center: int, cursor_y: int
258
+ ) -> None:
259
+ for i, item in enumerate(self.items):
260
+ color = (
261
+ self.style.selected
262
+ if i == self.selected_index
263
+ else self.style.normal
264
+ )
265
+ self._draw_text_center_x(
266
+ surface,
267
+ x_center,
268
+ cursor_y + i * self.style.line_height,
269
+ item.label,
270
+ color=color,
271
+ )
272
+
273
+ # Justification: Local variables for layout calculations
274
+ # pylint: disable=too-many-locals
275
+ def _draw_buttons(
276
+ self, surface: Backend, x_center: int, cursor_y: int
277
+ ) -> None:
278
+ # Determine button width: fixed or auto-fit
279
+ if self.style.button_width is not None:
280
+ bw = self.style.button_width
281
+ else:
282
+ max_label_w = 0
283
+ for it in self.items:
284
+ w, _ = surface.measure_text(it.label)
285
+ max_label_w = max(max_label_w, w)
286
+ bw = max_label_w + self.style.button_padding_x * 2
287
+
288
+ bh = self.style.button_height
289
+ gap = self.style.button_gap
290
+
291
+ # We treat cursor_y as “top of first button”
292
+ for i, item in enumerate(self.items):
293
+ y = cursor_y + i * (bh + gap)
294
+ x = x_center - bw // 2
295
+
296
+ selected = i == self.selected_index
297
+ border = (
298
+ self.style.button_selected_border
299
+ if selected
300
+ else self.style.button_border
301
+ )
302
+
303
+ # Border rect
304
+ surface.draw_rect(x - 4, y - 4, bw + 8, bh + 8, color=border)
305
+ # Fill rect
306
+ surface.draw_rect(x, y, bw, bh, color=self.style.button_fill)
307
+
308
+ # Label color
309
+ text_color = self.style.selected if selected else self.style.normal
310
+ tw, th = surface.measure_text(item.label)
311
+ tx = x + (bw - tw) // 2
312
+ ty = y + (bh - th) // 2
313
+ surface.draw_text(tx, ty, item.label, color=text_color)
314
+
315
+ # pylint: enable=too-many-locals
316
+
317
+ def _measure_content(self, surface: Backend) -> tuple[int, int, int]:
318
+ # If button mode: content height differs (button_height + gaps)
319
+ max_w = 0
320
+ title_h = 0
321
+
322
+ if self.title:
323
+ tw, th = surface.measure_text(self.title)
324
+ max_w = max(max_w, tw)
325
+ title_h = th
326
+
327
+ if not self.items:
328
+ content_h = 0
329
+ if self.title:
330
+ content_h = title_h
331
+ return max_w, content_h, title_h
332
+
333
+ if self.style.button_enabled:
334
+ # width: either fixed or auto-fit
335
+ if self.style.button_width is not None:
336
+ items_w = self.style.button_width
337
+ else:
338
+ max_label_w = 0
339
+ for it in self.items:
340
+ w, _ = surface.measure_text(it.label)
341
+ max_label_w = max(max_label_w, w)
342
+ items_w = max_label_w + self.style.button_padding_x * 2
343
+
344
+ max_w = max(max_w, items_w)
345
+
346
+ bh = self.style.button_height
347
+ gap = self.style.button_gap
348
+ items_h = len(self.items) * bh + (len(self.items) - 1) * gap
349
+ else:
350
+ for it in self.items:
351
+ w, _ = surface.measure_text(it.label)
352
+ max_w = max(max_w, w)
353
+ items_h = len(self.items) * self.style.line_height
354
+
355
+ content_h = items_h
356
+ if self.title:
357
+ content_h += title_h + self.style.title_spacing
358
+
359
+ return max_w, content_h, title_h
360
+
361
+ @staticmethod
362
+ def _draw_text_center_x(
363
+ surface: Backend,
364
+ x_center: int,
365
+ y: int,
366
+ text: str,
367
+ *,
368
+ color: Color,
369
+ ) -> None:
370
+ w, _ = surface.measure_text(text)
371
+ surface.draw_text(x_center - (w // 2), y, text, color=color)
@@ -1,135 +0,0 @@
1
- """
2
- Menu system for mini arcade core.
3
- """
4
-
5
- from __future__ import annotations
6
-
7
- from dataclasses import dataclass
8
- from typing import Callable, Sequence
9
-
10
- from mini_arcade_core.backend import Backend, Color, Event, EventType
11
-
12
- MenuAction = Callable[[], None]
13
-
14
-
15
- @dataclass(frozen=True)
16
- class MenuItem:
17
- """
18
- Represents a single item in a menu.
19
-
20
- :ivar label (str): The text label of the menu item.
21
- :ivar on_select (MenuAction): The action to perform when the item is selected.
22
- """
23
-
24
- label: str
25
- on_select: MenuAction
26
-
27
-
28
- @dataclass
29
- class MenuStyle:
30
- """
31
- Styling options for the Menu.
32
-
33
- :ivar normal (Color): Color for unselected items.
34
- :ivar selected (Color): Color for the selected item.
35
- :ivar line_height (int): Vertical spacing between items.
36
- """
37
-
38
- normal: Color = (220, 220, 220)
39
- selected: Color = (255, 255, 0)
40
- line_height: int = 28
41
-
42
-
43
- class Menu:
44
- """A simple text-based menu system."""
45
-
46
- def __init__(
47
- self,
48
- items: Sequence[MenuItem],
49
- *,
50
- x: int = 40,
51
- y: int = 40,
52
- style: MenuStyle | None = None,
53
- ):
54
- """
55
- :param items: Sequence of MenuItem instances to display.
56
- type items: Sequence[MenuItem]
57
-
58
- :param x: X coordinate for the menu's top-left corner.
59
- :param y: Y coordinate for the menu's top-left corner.
60
-
61
- :param style: Optional MenuStyle for customizing appearance.
62
- :type style: MenuStyle | None
63
- """
64
- self.items = list(items)
65
- self.x = x
66
- self.y = y
67
- self.style = style or MenuStyle()
68
- self.selected_index = 0
69
-
70
- def move_up(self):
71
- """Move the selection up by one item, wrapping around if necessary."""
72
- if self.items:
73
- self.selected_index = (self.selected_index - 1) % len(self.items)
74
-
75
- def move_down(self):
76
- """Move the selection down by one item, wrapping around if necessary."""
77
- if self.items:
78
- self.selected_index = (self.selected_index + 1) % len(self.items)
79
-
80
- def select(self):
81
- """Select the currently highlighted item, invoking its action."""
82
- if self.items:
83
- self.items[self.selected_index].on_select()
84
-
85
- def handle_event(
86
- self,
87
- event: Event,
88
- *,
89
- up_key: int,
90
- down_key: int,
91
- select_key: int,
92
- ):
93
- """
94
- Handle an input event to navigate the menu.
95
-
96
- :param event: The input event to handle.
97
- :type event: Event
98
-
99
- :param up_key: Key code for moving selection up.
100
- type up_key: int
101
-
102
- :param down_key: Key code for moving selection down.
103
- :type down_key: int
104
-
105
- :param select_key: Key code for selecting the current item.
106
- :type select_key: int
107
- """
108
- if event.type != EventType.KEYDOWN or event.key is None:
109
- return
110
- if event.key == up_key:
111
- self.move_up()
112
- elif event.key == down_key:
113
- self.move_down()
114
- elif event.key == select_key:
115
- self.select()
116
-
117
- def draw(self, surface: Backend):
118
- """
119
- Draw the menu onto the given backend surface.
120
-
121
- :param surface: The backend surface to draw on.
122
- :type surface: Backend
123
- """
124
- for i, item in enumerate(self.items):
125
- color = (
126
- self.style.selected
127
- if i == self.selected_index
128
- else self.style.normal
129
- )
130
- surface.draw_text(
131
- self.x,
132
- self.y + i * self.style.line_height,
133
- item.label,
134
- color=color,
135
- )