Files
aim-trainer/utils/utils.py
2025-07-07 15:38:39 +02:00

236 lines
9.3 KiB
Python

from panda3d.core import GraphicsPipeSelection
from ursina.prefabs.dropdown_menu import DropdownMenu, DropdownMenuButton
from ursina.prefabs.file_browser import FileBrowser
from ursina.prefabs.first_person_controller import FirstPersonController
from ursina import *
def get_closest_resolution():
allowed_resolutions = [(1366, 768), (1440, 900), (1600,900), (1920,1080), (2560,1440), (3840,2160)]
pipe = GraphicsPipeSelection.getGlobalPtr().makeDefaultPipe()
if not pipe:
screen_width, screen_height = min(allowed_resolutions, key=lambda res: res[0] * res[1])
else:
screen_width = pipe.getDisplayWidth()
screen_height = pipe.getDisplayHeight()
if (screen_width, screen_height) in allowed_resolutions:
if not allowed_resolutions.index((screen_width, screen_height)) == 0:
closest_resolution = allowed_resolutions[allowed_resolutions.index((screen_width, screen_height))-1]
else:
closest_resolution = (screen_width, screen_height)
else:
target_width, target_height = screen_width // 2, screen_height // 2
closest_resolution = min(
allowed_resolutions,
key=lambda res: abs(res[0] - target_width) + abs(res[1] - target_height)
)
return closest_resolution
class Dropdown(DropdownMenu):
def __init__(self, text='', buttons = None, **kwargs):
super().__init__(text, buttons, **kwargs)
self.scale = (.4,.04)
def on_mouse_enter(self):
...
def update(self):
...
def input(self, key):
super().input(key)
if key == 'left mouse down' and self.hovered:
if not self.buttons[0].enabled:
self.open()
else:
self.close()
class FileManager(FileBrowser):
def open(self, path=None):
if not self.selection:
return
if not self.return_folders:
if self.selection[0].is_dir():
self.path = self.selection[0]
return
elif not self.selection[0].is_dir():
return
if hasattr(self, 'on_submit'):
self.on_submit(self.selection)
self.close()
class FakePyPresence():
def __init__(self):
...
def update(self, *args, **kwargs):
...
def close(self, *args, **kwargs):
...
def is_float(string):
try:
float(string)
return True
except ValueError:
return False
class MenuButton(Button):
def __init__(self, text='', **kwargs):
super().__init__(text, scale=(.25, .075), highlight_color=color.azure, **kwargs)
for key, value in kwargs.items():
setattr(self, key, value)
class FocusView():
def __init__(self, **kwargs):
self.ui = []
self.focusable_widgets = []
self.button_group_buttons = {}
self.focused_index = -1
self.main = Entity(parent=camera.ui, **kwargs)
self.main.update = self.update
self.main.input = self.input
self.previously_focused_index = -1
def detect_focusable_widgets(self):
self.focusable_widgets = []
self.button_group_buttons = {}
n = 0
for entity in self.ui:
if isinstance(entity, (MenuButton, Dropdown, Button, InputField, DropdownMenuButton)):
self.focusable_widgets.append(entity)
n += 1
elif isinstance(entity, ButtonGroup):
for button in entity.buttons:
self.focusable_widgets.append(button)
self.button_group_buttons[n] = entity
n += 1
def update(self):
if self.focused_index != self.previously_focused_index:
self.focusable_widgets[self.previously_focused_index].model.setColorScale(self.focusable_widgets[self.previously_focused_index].color) # reset previous focus
try:
self.focusable_widgets[self.focused_index].model.setColorScale(self.focusable_widgets[self.focused_index].highlight_color) # create new focus
self.previously_focused_index = self.focused_index # keep previous focused index
except:
pass
def input(self, key):
if key == "gamepad dpad down" or key == "gamepad dpad right":
self.focused_index += 1
if self.focused_index > len(self.focusable_widgets) - 1:
self.focused_index = 0
elif key == "gamepad dpad up" or key == "gamepad dpad left":
self.focused_index -= 1
if self.focused_index < 0:
self.focused_index = len(self.focusable_widgets) - 1
elif key == "gamepad a":
if self.focused_index < 0:
self.focused_index = 0
focused_widget = self.focusable_widgets[self.focused_index]
focused_widget.model.setColorScale(focused_widget.pressed_color)
focused_widget.model.setScale(Vec3(focused_widget.pressed_scale, focused_widget.pressed_scale, 1))
if focused_widget.pressed_sound:
if isinstance(focused_widget.pressed_sound, Audio):
focused_widget.pressed_sound.play()
elif isinstance(focused_widget.pressed_sound, str):
Audio(focused_widget.pressed_sound, auto_destroy=True)
if isinstance(focused_widget, Dropdown):
if not focused_widget.buttons[0].enabled:
focused_widget.open()
else:
focused_widget.close()
elif self.focused_index in self.button_group_buttons:
button_group = self.button_group_buttons[self.focused_index]
button_group.select(self.focusable_widgets[self.focused_index])
else:
if focused_widget.on_click:
focused_widget.on_click()
elif key == "gamepad a up":
if self.focused_index < 0:
self.focused_index = 0
focused_widget = self.focusable_widgets[self.focused_index]
focused_widget.model.setColorScale(focused_widget.highlight_color)
focused_widget.model.setScale(Vec3(focused_widget.highlight_scale, focused_widget.highlight_scale, 1))
def hide(self):
for entity in self.ui:
destroy(entity)
self.ui.clear()
destroy(self.main)
class FixedFirstPersonController(FirstPersonController):
def update(self):
self.rotation_y += mouse.velocity[0] * self.mouse_sensitivity[1]
look_x = mouse.velocity[0] + held_keys.get('gamepad right stick x', 0) * 0.01
look_y = mouse.velocity[1] + held_keys.get('gamepad right stick y', 0) * 0.01
self.rotation_y += look_x * self.mouse_sensitivity[1]
self.camera_pivot.rotation_x -= look_y * self.mouse_sensitivity[0]
self.camera_pivot.rotation_x = clamp(self.camera_pivot.rotation_x, -90, 90)
self.direction = Vec3(
self.forward * ((held_keys['w'] - held_keys['s']) + held_keys["gamepad left stick y"])
+ self.right * ((held_keys['d'] - held_keys['a']) + held_keys["gamepad left stick x"])
).normalized()
feet_ray = raycast(self.position+Vec3(0,0.5,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False)
head_ray = raycast(self.position+Vec3(0,self.height-.1,0), self.direction, traverse_target=self.traverse_target, ignore=self.ignore_list, distance=.5, debug=False)
if not feet_ray.hit and not head_ray.hit:
move_amount = self.direction * time.dt * self.speed
if raycast(self.position+Vec3(-.0,1,0), Vec3(1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[0] = min(move_amount[0], 0)
if raycast(self.position+Vec3(-.0,1,0), Vec3(-1,0,0), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[0] = max(move_amount[0], 0)
if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[2] = min(move_amount[2], 0)
if raycast(self.position+Vec3(-.0,1,0), Vec3(0,0,-1), distance=.5, traverse_target=self.traverse_target, ignore=self.ignore_list).hit:
move_amount[2] = max(move_amount[2], 0)
self.position += move_amount
# self.position += self.direction * self.speed * time.dt
if self.gravity:
# gravity
ray = raycast(self.world_position+(0,self.height,0), self.down, traverse_target=self.traverse_target, ignore=self.ignore_list)
if ray.distance <= self.height+.1:
if not self.grounded:
self.land()
self.grounded = True
# make sure it's not a wall and that the point is not too far up
if ray.world_normal.y > .7 and ray.world_point.y - self.world_y < .5: # walk up slope
self.y = ray.world_point[1]
return
else:
self.grounded = False
# if not on ground and not on way up in jump, fall
self.y -= min(self.air_time, ray.distance-.05) * time.dt * 100
self.air_time += time.dt * .25 * self.gravity