Implement unified panel styling system with consistent colors and dimensions

This commit is contained in:
Sam 2025-11-08 23:32:56 -06:00
parent 50eafcf808
commit 074d6fdb3c
6 changed files with 120 additions and 33 deletions

View File

@ -42,6 +42,22 @@ HUD_MARGIN = 10
LINE_HEIGHT = 20
SELECTION_THRESHOLD = 3 # pixels
# Unified Panel Styling System (based on tree widget design)
PANEL_BACKGROUND_COLOR = (30, 30, 40) # Dark blue-gray background
PANEL_SELECTED_COLOR = (50, 100, 150) # Blue highlight for selected elements
PANEL_HOVER_COLOR = (60, 60, 80) # Dark blue highlight for interactive elements
PANEL_TEXT_COLOR = (200, 200, 200) # Light gray text
PANEL_ICON_COLOR = (150, 150, 150) # Medium gray icons
PANEL_BORDER_COLOR = (220, 220, 220) # Light gray borders/dividers
# Panel spacing and dimensions
PANEL_DIVIDER_WIDTH = 0 # No divider lines between panels
PANEL_BORDER_WIDTH = 2 # Border width for emphasis elements
PANEL_INTERNAL_PADDING = 8 # Standard padding inside panels
PANEL_TIGHT_SPACING = 4 # Tight spacing between components
PANEL_NODE_HEIGHT = 20 # Height for list/grid items
PANEL_INDENTATION = 20 # Indentation per hierarchy level
# Simulation settings
FOOD_SPAWNING = True
FOOD_OBJECTS_COUNT = 500

View File

@ -136,7 +136,6 @@ class InputHandler:
local_x = mouse_x - inspector_rect.x
local_y = mouse_y - inspector_rect.y
event.pos = (local_x, local_y)
print("Passing event to tree widget")
self.hud.tree_widget.handle_event(event)
else:
# Fallback: always zoom if no HUD reference

View File

@ -269,9 +269,11 @@ class SimulationEngine:
# Update tree widget
self.hud.update_tree_widget(deltatime)
# Draw panel backgrounds first (before pygame_gui UI)
self.hud.render_panel_backgrounds(self.screen)
# Draw UI elements
self.hud.manager.draw_ui(self.screen)
self.hud.draw_splitters(self.screen)
# Render tree widget
self.hud.render_tree_widget(self.screen)

107
ui/hud.py
View File

@ -10,9 +10,26 @@ from pygame_gui.elements import UIPanel, UIButton, UITextEntryLine, UILabel
from ui.tree_widget import TreeWidget
import math
# Custom HUD colors (preserving existing functionality)
DARK_GRAY = (40, 40, 40)
DARKER_GRAY = (25, 25, 25)
def create_panel_style(manager: pygame_gui.UIManager) -> dict:
"""Create unified styling dictionary for panels."""
return {
'panel_background': PANEL_BACKGROUND_COLOR,
'border_color': PANEL_BORDER_COLOR,
'text_color': PANEL_TEXT_COLOR,
'internal_padding': PANEL_INTERNAL_PADDING,
'border_width': PANEL_BORDER_WIDTH
}
def render_panel_divider(surface: pygame.Surface, rect: pygame.Rect):
"""Render a thin divider line between panels."""
pygame.draw.rect(surface, PANEL_BORDER_COLOR, rect, PANEL_DIVIDER_WIDTH)
# Panel visibility constants
SHOW_CONTROL_BAR = True
SHOW_INSPECTOR_PANEL = True
@ -50,13 +67,16 @@ class HUD:
self.world = None # Will be set when world is available
self._last_tree_selection = None # Track last selection to avoid unnecessary updates
# Initialize unified panel styling
self.panel_style = create_panel_style(self.manager)
self._create_panels()
self._create_simulation_controls()
def _create_panels(self):
self.panels = []
# Top control bar
# Top control bar - full width, positioned at top
if SHOW_CONTROL_BAR:
self.control_bar = UIPanel(
relative_rect=pygame.Rect(0, 0, self.screen_width, self.control_bar_height),
@ -67,34 +87,35 @@ class HUD:
else:
self.control_bar = None
# Left inspector with tree widget
# Calculate vertical position for side panels (edge-to-edge with control bar)
side_panel_top = self.control_bar_height if SHOW_CONTROL_BAR else 0
side_panel_height = self.screen_height - side_panel_top
# Left inspector panel - edge-to-edge with control bar, no gap
if SHOW_INSPECTOR_PANEL:
# Create a container panel for the inspector
self.inspector_panel = UIPanel(
relative_rect=pygame.Rect(
0, self.control_bar_height if SHOW_CONTROL_BAR else 0,
0, side_panel_top, # Start right at control bar edge
self.inspector_width,
self.screen_height - (self.control_bar_height if SHOW_CONTROL_BAR else 0)
side_panel_height # Extend to bottom edge
),
manager=self.manager,
object_id="#inspector_panel",
)
self.panels.append(self.inspector_panel)
# Tree widget will be created when world is available
self.tree_widget = None
else:
self.inspector_panel = None
self.tree_widget = None
# Right properties
# Right properties panel - edge-to-edge with control bar, no gap
if SHOW_PROPERTIES_PANEL:
self.properties_panel = UIPanel(
relative_rect=pygame.Rect(
self.screen_width - self.properties_width,
self.control_bar_height if SHOW_CONTROL_BAR else 0,
self.screen_width - self.properties_width, # Precisely at right edge
side_panel_top, # Align with control bar
self.properties_width,
self.screen_height - (self.control_bar_height if SHOW_CONTROL_BAR else 0)
side_panel_height # Extend to bottom edge
),
manager=self.manager,
object_id="#properties_panel",
@ -103,13 +124,16 @@ class HUD:
else:
self.properties_panel = None
# Bottom console
# Bottom console panel - edge-to-edge with side panels, no gap
if SHOW_CONSOLE_PANEL:
console_left = self.inspector_width if SHOW_INSPECTOR_PANEL else 0
console_width = self.screen_width - console_left - (self.properties_width if SHOW_PROPERTIES_PANEL else 0)
self.console_panel = UIPanel(
relative_rect=pygame.Rect(
self.inspector_width if SHOW_INSPECTOR_PANEL else 0,
self.screen_height - self.console_height,
self.screen_width - (self.inspector_width if SHOW_INSPECTOR_PANEL else 0) - (self.properties_width if SHOW_PROPERTIES_PANEL else 0),
console_left, # Start right at inspector edge
self.screen_height - self.console_height, # Exactly at bottom edge
console_width, # Fill space between side panels
self.console_height
),
manager=self.manager,
@ -139,17 +163,55 @@ class HUD:
self.tree_widget.select_entities(selected_objects)
self._last_tree_selection = current_selection
def render_panel_backgrounds(self, screen: pygame.Surface):
"""Render panel backgrounds with consistent colors before UI elements."""
# Render control bar background to match inspector panel
if SHOW_CONTROL_BAR and self.control_bar:
control_bg_rect = pygame.Rect(
0, 0,
self.screen_width,
self.control_bar_height
)
pygame.draw.rect(screen, PANEL_BACKGROUND_COLOR, control_bg_rect)
# Render console panel background to match inspector panel
if SHOW_CONSOLE_PANEL and self.console_panel:
console_bg_rect = pygame.Rect(
self.console_panel.rect.x,
self.console_panel.rect.y,
self.console_panel.rect.width,
self.console_panel.rect.height
)
pygame.draw.rect(screen, PANEL_BACKGROUND_COLOR, console_bg_rect)
# Render properties panel background to match inspector panel
if SHOW_PROPERTIES_PANEL and self.properties_panel:
properties_bg_rect = pygame.Rect(
self.properties_panel.rect.x,
self.properties_panel.rect.y,
self.properties_panel.rect.width,
self.properties_panel.rect.height
)
pygame.draw.rect(screen, PANEL_BACKGROUND_COLOR, properties_bg_rect)
def render_panel_dividers(self, screen: pygame.Surface):
"""Render consistent panel sliders with proper rendering order."""
# Render consistent panel sliders
self.draw_splitters(screen)
def _create_simulation_controls(self):
"""Create simulation control buttons in the control bar."""
if not self.control_bar:
return
# Button layout constants
# Button layout constants (using standardized spacing)
button_width = 40
button_height = 32
button_spacing = 8
start_x = 20
start_y = 8
button_spacing = PANEL_TIGHT_SPACING # Using standardized tight spacing
start_x = PANEL_INTERNAL_PADDING # Using standardized internal padding
start_y = PANEL_TIGHT_SPACING # Using standardized tight spacing
# Play/Pause button
self.play_pause_button = UIButton(
@ -444,8 +506,8 @@ class HUD:
self.update_layout(self.screen_width, self.screen_height)
def draw_splitters(self, screen):
# Draw draggable splitters for visual feedback
indicator_color = (220, 220, 220)
# Draw draggable splitters for visual feedback with consistent styling
indicator_color = PANEL_ICON_COLOR # Use standardized icon color for consistency
indicator_size = 6 # Length of indicator line
indicator_gap = 4 # Gap between indicator lines
indicator_count = 3 # Number of indicator lines
@ -985,3 +1047,6 @@ class HUD:
# Create a surface for the tree widget area
tree_surface = screen.subsurface(self.inspector_panel.rect)
self.tree_widget.draw(tree_surface)
# Render panel dividers for visual consistency
self.render_panel_dividers(screen)

View File

@ -6,6 +6,7 @@ Provides extensible tree structure for entity inspection.
from abc import ABC, abstractmethod
from typing import List, Optional, Dict, Any
import pygame
from config.constants import PANEL_NODE_HEIGHT, PANEL_INDENTATION
class TreeNode(ABC):
@ -18,7 +19,7 @@ class TreeNode(ABC):
self.is_expanded = False
self.is_selected = False
self.depth = 0 if parent is None else parent.depth + 1
self.rect = pygame.Rect(0, 0, 0, 20) # Will be updated during layout
self.rect = pygame.Rect(0, 0, 0, PANEL_NODE_HEIGHT) # Will be updated during layout
def add_child(self, child: 'TreeNode') -> None:
"""Add a child node to this node."""
@ -77,7 +78,7 @@ class TreeNode(ABC):
def get_indent(self) -> int:
"""Get the indentation width for this node."""
return self.depth * 20
return self.depth * PANEL_INDENTATION
class SimulationNode(TreeNode):

View File

@ -8,6 +8,10 @@ import pygame_gui
from pygame_gui.core import UIElement
from typing import List, Optional, Tuple, Any
from ui.inspector_tree import TreeNode, SimulationNode, TreeSelectionManager
from config.constants import (
PANEL_BACKGROUND_COLOR, PANEL_SELECTED_COLOR, PANEL_HOVER_COLOR,
PANEL_TEXT_COLOR, PANEL_ICON_COLOR, PANEL_NODE_HEIGHT, PANEL_INDENTATION
)
class TreeWidget(UIElement):
@ -29,14 +33,14 @@ class TreeWidget(UIElement):
# Selection management
self.selection_manager = TreeSelectionManager()
# Visual properties
self.node_height = 20
self.expand_collapse_width = 20
# Visual properties (using standardized panel styling)
self.node_height = PANEL_NODE_HEIGHT
self.expand_collapse_width = PANEL_INDENTATION
self.icon_size = 8
self.text_color = (200, 200, 200)
self.selected_color = (50, 100, 150)
self.hover_color = (60, 60, 80)
self.expand_icon_color = (150, 150, 150)
self.text_color = PANEL_TEXT_COLOR
self.selected_color = PANEL_SELECTED_COLOR
self.hover_color = PANEL_HOVER_COLOR
self.expand_icon_color = PANEL_ICON_COLOR
# Interaction state
self.hovered_node: Optional[TreeNode] = None
@ -253,7 +257,7 @@ class TreeWidget(UIElement):
"""Draw the tree widget."""
# Create a clipping surface for the tree area
tree_surface = pygame.Surface((self.rect.width, self.rect.height))
tree_surface.fill((30, 30, 40)) # Background color
tree_surface.fill(PANEL_BACKGROUND_COLOR) # Using standardized background color
# Set up clipping rect to prevent rendering outside bounds
clip_rect = pygame.Rect(0, 0, self.rect.width, self.rect.height)