继续之前的控件按钮(bf_button)、文本框(bf_label)和编辑框(bf_edit)之后,继续增加新控件(bf_table),由于表格的功能比较复杂,可能要分几次编写
大致实现步骤
一:基本展示
二:支持横、列两个方向上的滚动条
三:支持列宽度的自动调整和手动调整
目前一阶段的效果图
用pygame做的表格控件
主要有以下几个文件
syht.otf 字体文件
bf_common.py 控件父类
bf_panel.py 面板类用于控件管理
bf_table.py 表格控件
example_table.py 测试表格功能
以下是各python文件
bf_common.py
# -*- coding=utf-8 -*-
import threading
import pygame
from pygame.locals import MOUSEBUTTONDOWN
class BFControlId(object):
_instance_lock = threading.Lock()
def __init__(self):
self.id = 1
self.click_id = -1
@classmethod
def instance(cls, *args, **kwargs):
if not hasattr(BFControlId, "_instance"):
BFControlId._instance = BFControlId(*args, **kwargs)
return BFControlId._instance
def get_new_id(self):
self.id += 1
return self.id
class BFBase(object):
def __init__(self):
self.panel = None
self._visible = True
self._text_align = TEXT_ALIGN_MIDDLE
self._font = DEFAULT_SM_FONT
self.ctl_id = BFControlId().instance().get_new_id()
def init_font(self):
pass
def clear_foucs(self):
pass
def clear_hover(self):
pass
@property
def visible(self):
return self._visible
@visible.setter
def visible(self, value):
self._visible = value
@property
def text_align(self):
return self._text_align
@text_align.setter
def text_align(self, value):
self._text_align = value
self.init_font()
@property
def font(self):
return self._font
@font.setter
def font(self, value):
self._font = value
self.init_font()
CLICK_EFFECT_TIME = 100
DEFAULT_FONT = pygame.font.Font(u'syht.otf', 28)
DEFAULT_SM_FONT = pygame.font.Font(u'syht.otf', 20)
def get_default_font(size):
return pygame.font.Font(u'syht.otf', int(size))
TEXT_ALIGN_LEFT = 1
TEXT_ALIGN_MIDDLE = 2
TEXT_ALIGN_RIGHT = 3
bf_panel.py
# -*- coding=utf-8 -*-
import threading
import pygame
class BFPanel(object):
def __init__(self):
self.ctl_list = []
def add_control(self, ctl):
ctl.panel = self
self.ctl_list.append(ctl)
def clear_foucs(self):
for ctl in self.ctl_list: ctl.clear_foucs()
def clear_hover(self):
for ctl in self.ctl_list: ctl.clear_hover()
def update(self, event):
for i in range(len(self.ctl_list)-1, -1, -1):
ctl = self.ctl_list[i]
if not ctl.visible: continue
flag = ctl.update(event)
if flag:
break
# for ctl in self.ctl_list: ctl.update(event)
def draw(self):
for ctl in self.ctl_list: ctl.draw()
bf_table.py
# -*- coding=utf-8 -*-
import time,sys,threading,platform
import pygame
from pygame.locals import MOUSEBUTTONDOWN,KEYDOWN,SCRAP_TEXT
from bf_common import BFControlId,BFBase,DEFAULT_FONT,get_default_font
black = (50,50,50)
class ColInfo(object):
def __init__(self, surface, name, font_image=None, x=0, y=0):
self.surface = surface
self.x = x
self.y = y
self.name = name
self.font_image = font_image
def draw(self):
if self.surface: self.surface.blit(self.font_image, (self.x, self.y))
class RowItem(object):
def __init__(self, surface, val, font_image=None, x=0, y=0):
self.surface = surface
self.x = x
self.y = y
self.val = val
self.font_image = font_image
def draw(self):
if self.surface: self.surface.blit(self.font_image, (self.x, self.y))
class RowInfo(object):
def __init__(self):
self.row_items = []
self.highlight = False
self.surface = None
def draw(self):
if self.highlight and self.surface:
self.surface.fill((218,245,255))
for row_item in self.row_items:
row_item.draw()
CLICK_EFFECT_TIME = 100
class BFTable(BFBase):
def __init__(self, parent, rect, columns, rows):
super(BFTable, self).__init__()
self.x,self.y,self.width,self.height = rect
self.bg_color = (255,255,255)
self.parent = parent
self.surface = parent.subsurface(rect)
self.in_click = False
self.click_loss_time = 0
self.click_event_id = -1
self.ctl_id = BFControlId().instance().get_new_id()
self.header_list = []
self._header_height = 30
self._col_width = self.width / len(columns)
self._row_height = (self.height - self._header_height) / len(rows)
self._min_row_height = 20
self._max_row_height = 30
if self._row_height > self._max_row_height: self._row_height = self._max_row_height
if self._row_height < self._min_row_height: self._row_height = self._min_row_height
self._col_font = get_default_font(self._header_height * 0.5)
self._row_font = get_default_font(self._row_height * 0.6)
self._columns = []
for i in range(len(columns)):
col = columns[i]
col_info = ColInfo(self.surface.subsurface((self._col_width*i,0,self._col_width,self._header_height)), col)
header_image=self._col_font.render(col, True, black)
w, h = header_image.get_size()
col_info.x = (self._col_width - w) / 2
col_info.y = (self._header_height - h) / 2
col_info.font_image = header_image
self._columns.append(col_info)
self._rows = []
for i in range(len(rows)):
y = self._header_height + self._row_height * i
row = rows[i]
row_info = RowInfo()
row_info.surface = None if y + self._row_height > self.height else self.surface.subsurface((0,y,self.width,self._row_height))
if i % 2 == 1: row_info.highlight = True
for j in range(len(row)):
v = row[j]
tmp_rect = (self._col_width*j,y,self._col_width,self._row_height)
tmp_surface = None if y + self._row_height > self.height else self.surface.subsurface(tmp_rect)
item = RowItem(tmp_surface,v)
if sys.version_info >= (3,0) or type(v) is not unicode: v = str(v)
row_image = self._row_font.render(v,True,black)
w, h = row_image.get_size()
item.x = (self._col_width - w) / 2
item.y = (self._row_height - h) / 2
item.font_image = row_image
row_info.row_items.append(item)
self._rows.append(row_info)
def clear_foucs(self):
self.in_edit = False
def update(self, event):
return False
def draw(self):
if not self._visible:
return
grid_color = (100,100,100)
self.surface.subsurface((0,0,self.width,self._header_height)).fill((200,200,200))
pygame.draw.rect(self.surface, grid_color, (0,0,self.width,self._header_height+self._row_height*len(self._rows)),1)
pygame.draw.line(self.surface,grid_color,[0,self._header_height],[self.width,self._header_height], 1)
for col_info in self._columns:
col_info.draw()
for row_info in self._rows:
row_info.draw()
for i in range(1, len(self._rows)):
y = self._header_height + i * self._row_height
pygame.draw.line(self.surface,grid_color,[0,y],[self.width,y], 1)
for i in range(1, len(self._columns)):
x = self._col_width * i
pygame.draw.line(self.surface,grid_color,[x,0],[x,self._header_height+self._row_height * len(self._rows)], 1)
pygame.draw.rect(self.surface, (200,200,200), (0,0,self.width,self.height),1)
example_table.py
# -*- coding=utf-8 -*-
import sys
import pygame
pygame.init()
screen = pygame.display.set_mode((600,420))
pygame.scrap.init()
from bf_panel import BFPanel
from bf_table import BFTable
screencaption = pygame.display.set_caption('bf control')
btn_panel = BFPanel()
headers = (u'编号',u'姓名',u'年龄',u'语文成绩',u'数学成绩',u'英语成绩')
rows = []
rows.append((1,u'王小明',11,99,95,91))
rows.append((2,u'李小红',10,97,88,90))
rows.append((3,u'张小强',11,99,100,100))
rows.append((4,u'王小明',11,99,95,91))
rows.append((5,u'李小红',10,97,88,90))
rows.append((6,u'张小强',11,99,100,100))
rows.append((7,u'王小明',11,99,95,91))
rows.append((8,u'李小红',10,97,88,90))
rows.append((9,u'张小强',11,99,100,100))
rows.append((10,u'王小明',11,99,95,91))
rows.append((11,u'李小红',10,97,88,90))
rows.append((12,u'张小强',11,99,100,100))
table = BFTable(screen, (20,20,560,300), headers, rows)
btn_panel.add_control(table)
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
exit()
btn_panel.update(event)
screen.fill((255,255,255))
btn_panel.draw()
pygame.display.update()