Refactor HUD to support dynamic panel resizing and improve layout management

This commit is contained in:
Sam 2025-06-19 16:52:38 -05:00
parent d5d44c5d14
commit 6f9e1e84f0
4 changed files with 284 additions and 109 deletions

View File

@ -13,11 +13,8 @@ class Renderer:
self.render_height = render_area.get_height() self.render_height = render_area.get_height()
self.render_width = render_area.get_width() self.render_width = render_area.get_width()
def clear_screen(self, main_screen=None): def clear_screen(self):
"""Clear the screen with a black background.""" """Clear the screen with a black background."""
if main_screen:
main_screen.fill(BLACK)
self.render_area.fill(BLACK) self.render_area.fill(BLACK)
def draw_grid(self, camera, showing_grid=True): def draw_grid(self, camera, showing_grid=True):

View File

@ -18,21 +18,29 @@ from ui.hud import HUD
class SimulationEngine: class SimulationEngine:
def __init__(self): def __init__(self):
pygame.init() pygame.init()
self._init_window()
self._init_ui()
self._init_simulation()
self.running = True
def _init_window(self):
info = pygame.display.Info() info = pygame.display.Info()
self.window_width, self.window_height = info.current_w // 2, info.current_h // 2 self.window_width = int(info.current_w // 1.5)
self.screen = pygame.display.set_mode((self.window_width, self.window_height), self.window_height = int(info.current_h // 1.5)
pygame.RESIZABLE, vsync=1) self.screen = pygame.display.set_mode(
(self.window_width, self.window_height),
self.ui_manager = UIManager((self.window_width, self.window_height)) pygame.RESIZABLE, vsync=1
)
self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER)
self._update_simulation_view()
# self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), vsync=1)
pygame.display.set_caption("Dynamic Abstraction System Testing") pygame.display.set_caption("Dynamic Abstraction System Testing")
self.clock = pygame.time.Clock() self.clock = pygame.time.Clock()
def _init_ui(self):
self.ui_manager = UIManager((self.window_width, self.window_height))
self.hud = HUD(self.ui_manager, self.window_width, self.window_height)
self.hud.update_layout(self.window_width, self.window_height)
self._update_simulation_view()
def _init_simulation(self):
self.last_tick_time = time.perf_counter() self.last_tick_time = time.perf_counter()
self.last_tps_time = time.perf_counter() self.last_tps_time = time.perf_counter()
self.tick_counter = 0 self.tick_counter = 0
@ -42,21 +50,17 @@ class SimulationEngine:
self.world = self._setup_world() self.world = self._setup_world()
self.input_handler = InputHandler(self.camera, self.world, self.sim_view_rect) self.input_handler = InputHandler(self.camera, self.world, self.sim_view_rect)
self.renderer = Renderer(self.sim_view) self.renderer = Renderer(self.sim_view)
self.hud = HUD(self.ui_manager, self.window_width, self.window_height)
self.hud.update_layout(self.window_width, self.window_height)
self.running = True
def _update_simulation_view(self): def _update_simulation_view(self):
self.sim_view_width = int(self.window_width * 0.75) viewport_rect = self.hud.get_viewport_rect()
self.sim_view_height = int(self.window_height * 0.75) self.sim_view_width = viewport_rect.width
self.sim_view_height = viewport_rect.height
self.sim_view = pygame.Surface((self.sim_view_width, self.sim_view_height)) self.sim_view = pygame.Surface((self.sim_view_width, self.sim_view_height))
self.sim_view_rect = self.sim_view.get_rect(center=(self.window_width // 2, self.window_height // 2)) self.sim_view_rect = self.sim_view.get_rect(topleft=(viewport_rect.left, viewport_rect.top))
self.ui_manager.set_window_resolution((self.window_width, self.window_height)) self.ui_manager.set_window_resolution((self.window_width, self.window_height))
self.renderer = Renderer(self.sim_view) self.renderer = Renderer(self.sim_view)
# Update camera to match new sim_view size
if hasattr(self, 'camera'): if hasattr(self, 'camera'):
self.camera.screen_width = self.sim_view_width self.camera.screen_width = self.sim_view_width
self.camera.screen_height = self.sim_view_height self.camera.screen_height = self.sim_view_height
@ -64,6 +68,8 @@ class SimulationEngine:
if hasattr(self, 'input_handler'): if hasattr(self, 'input_handler'):
self.input_handler.update_sim_view_rect(self.sim_view_rect) self.input_handler.update_sim_view_rect(self.sim_view_rect)
if not hasattr(self, 'camera'):
self.camera = Camera(self.sim_view_width, self.sim_view_height, RENDER_BUFFER)
@staticmethod @staticmethod
def _setup_world(): def _setup_world():
@ -80,10 +86,11 @@ class SimulationEngine:
world.add_object(FoodObject(Position(x=x, y=y))) world.add_object(FoodObject(Position(x=x, y=y)))
for _ in range(300): for _ in range(300):
new_cell = DefaultCell(Position(x=random.randint(-half_width, half_width), y=random.randint(-half_height, half_height)), Rotation(angle=0)) new_cell = DefaultCell(
Position(x=random.randint(-half_width, half_width), y=random.randint(-half_height, half_height)),
Rotation(angle=0)
)
new_cell.behavioral_model = new_cell.behavioral_model.mutate(3) new_cell.behavioral_model = new_cell.behavioral_model.mutate(3)
world.add_object(new_cell) world.add_object(new_cell)
return world return world
@ -91,7 +98,6 @@ class SimulationEngine:
def run(self): def run(self):
while self.running: while self.running:
self._handle_frame() self._handle_frame()
pygame.quit() pygame.quit()
sys.exit() sys.exit()
@ -99,57 +105,16 @@ class SimulationEngine:
deltatime = self.clock.get_time() / 1000.0 deltatime = self.clock.get_time() / 1000.0
tick_interval = 1.0 / self.input_handler.tps tick_interval = 1.0 / self.input_handler.tps
# Handle events
events = pygame.event.get() events = pygame.event.get()
self.running = self.input_handler.handle_events(events, self.hud.manager) self.running = self.input_handler.handle_events(events, self.hud.manager)
self._handle_window_events(events)
for event in events:
if event.type == pygame.VIDEORESIZE:
self.window_width, self.window_height = event.w, event.h
self.screen = pygame.display.set_mode((self.window_width, self.window_height),
pygame.RESIZABLE)
self._update_simulation_view()
self.hud.update_layout(self.window_width, self.window_height)
if self.input_handler.sprint_mode: if self.input_handler.sprint_mode:
# Sprint mode: run as many ticks as possible, skip rendering self._handle_sprint_mode()
current_time = time.perf_counter()
while True:
self.input_handler.update_selected_objects()
self.world.tick_all()
self.tick_counter += 1
self.total_ticks += 1
# Optionally break after some time to allow event processing
if time.perf_counter() - current_time > 0.05: # ~50ms per batch
break
# Update TPS every second
if time.perf_counter() - self.last_tps_time >= 1.0:
self.actual_tps = self.tick_counter
self.tick_counter = 0
self.last_tps_time = time.perf_counter()
# No rendering or camera update
self.renderer.clear_screen()
self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks)
pygame.display.flip()
self.clock.tick(MAX_FPS)
return return
if not self.input_handler.is_paused: if not self.input_handler.is_paused:
current_time = time.perf_counter() self._handle_simulation_ticks(tick_interval, deltatime)
while current_time - self.last_tick_time >= tick_interval:
self.last_tick_time += tick_interval
self.tick_counter += 1
self.total_ticks += 1
self.input_handler.update_selected_objects()
self.world.tick_all()
self.hud.manager.update(deltatime)
if current_time - self.last_tps_time >= 1.0:
self.actual_tps = self.tick_counter
self.tick_counter = 0
self.last_tps_time += 1.0
else: else:
self.last_tick_time = time.perf_counter() self.last_tick_time = time.perf_counter()
self.last_tps_time = time.perf_counter() self.last_tps_time = time.perf_counter()
@ -158,25 +123,74 @@ class SimulationEngine:
self._update(deltatime) self._update(deltatime)
self._render() self._render()
def _handle_window_events(self, events):
for event in events:
self.hud.process_event(event)
if event.type == pygame.VIDEORESIZE:
self.window_width, self.window_height = event.w, event.h
self.screen = pygame.display.set_mode(
(self.window_width, self.window_height),
pygame.RESIZABLE
)
self._update_simulation_view()
self.hud.update_layout(self.window_width, self.window_height)
self.hud.update_layout(self.window_width, self.window_height)
self._update_simulation_view()
def _handle_sprint_mode(self):
current_time = time.perf_counter()
while True:
self.input_handler.update_selected_objects()
self.world.tick_all()
self.tick_counter += 1
self.total_ticks += 1
if time.perf_counter() - current_time > 0.05:
break
if time.perf_counter() - self.last_tps_time >= 1.0:
self.actual_tps = self.tick_counter
self.tick_counter = 0
self.last_tps_time = time.perf_counter()
self.screen.fill(BLACK)
self.renderer.clear_screen()
self.hud.render_sprint_debug(self.screen, self.actual_tps, self.total_ticks)
pygame.display.flip()
self.clock.tick(MAX_FPS)
def _handle_simulation_ticks(self, tick_interval, deltatime):
current_time = time.perf_counter()
while current_time - self.last_tick_time >= tick_interval:
self.last_tick_time += tick_interval
self.tick_counter += 1
self.total_ticks += 1
self.input_handler.update_selected_objects()
self.world.tick_all()
self.hud.manager.update(deltatime)
if current_time - self.last_tps_time >= 1.0:
self.actual_tps = self.tick_counter
self.tick_counter = 0
self.last_tps_time += 1.0
def _update(self, deltatime): def _update(self, deltatime):
keys = pygame.key.get_pressed() keys = pygame.key.get_pressed()
self.input_handler.update_camera(keys, deltatime) self.input_handler.update_camera(keys, deltatime)
def _render(self): def _render(self):
self.renderer.clear_screen(self.screen) self.screen.fill(BLACK)
self.renderer.draw_grid(self.camera, self.input_handler.show_grid) self.renderer.clear_screen()
self.renderer.render_world(self.world, self.camera)
self.renderer.render_interaction_radius(self.world, self.camera, self.input_handler.selected_objects, self.input_handler.show_interaction_radius)
self.renderer.render_selection_rectangle(self.input_handler.get_selection_rect(), self.sim_view_rect)
self.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
# In core/simulation_engine.py, in _render(): if not self.hud.dragging_splitter:
self.screen.blit(self.sim_view, (self.sim_view_rect.left, self.sim_view_rect.top)) self.renderer.draw_grid(self.camera, self.input_handler.show_grid)
self.renderer.render_world(self.world, self.camera)
self.renderer.render_interaction_radius(
self.world, self.camera, self.input_handler.selected_objects, self.input_handler.show_interaction_radius
)
self.renderer.render_selection_rectangle(self.input_handler.get_selection_rect(), self.sim_view_rect)
self.renderer.render_selected_objects_outline(self.input_handler.selected_objects, self.camera)
self.screen.blit(self.sim_view, (self.sim_view_rect.left, self.sim_view_rect.top))
# Draw border around sim_view self.hud.manager.draw_ui(self.screen)
border_color = (255, 255, 255) # White self.hud.draw_splitters(self.screen) # <-- Add this line
border_width = 3
pygame.draw.rect(self.screen, border_color, self.sim_view_rect, border_width)
self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect) self.hud.render_mouse_position(self.screen, self.camera, self.sim_view_rect)
self.hud.render_fps(self.screen, self.clock) self.hud.render_fps(self.screen, self.clock)
@ -185,7 +199,6 @@ class SimulationEngine:
self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects) self.hud.render_selected_objects_info(self.screen, self.input_handler.selected_objects)
self.hud.render_legend(self.screen, self.input_handler.show_legend) self.hud.render_legend(self.screen, self.input_handler.show_legend)
self.hud.render_pause_indicator(self.screen, self.input_handler.is_paused) self.hud.render_pause_indicator(self.screen, self.input_handler.is_paused)
if self.input_handler.selected_objects: if self.input_handler.selected_objects:
self.hud.render_neural_network_visualization(self.screen, self.input_handler.selected_objects[0]) self.hud.render_neural_network_visualization(self.screen, self.input_handler.selected_objects[0])

View File

@ -1,5 +1,8 @@
from core.simulation_engine import SimulationEngine from core.simulation_engine import SimulationEngine
if __name__ == "__main__": def main():
engine = SimulationEngine() engine = SimulationEngine()
engine.run() engine.run()
if __name__ == "__main__":
main()

210
ui/hud.py
View File

@ -6,18 +6,188 @@ import pygame_gui
from config.constants import * from config.constants import *
from world.base.brain import CellBrain, FlexibleNeuralNetwork from world.base.brain import CellBrain, FlexibleNeuralNetwork
from world.objects import DefaultCell from world.objects import DefaultCell
from pygame_gui.elements import UIPanel
import math import math
DARK_GRAY = (40, 40, 40)
DARKER_GRAY = (25, 25, 25)
class HUD: class HUD:
def __init__(self, ui_manager, screen_width=SCREEN_WIDTH, screen_height=SCREEN_HEIGHT): def __init__(self, ui_manager, screen_width=SCREEN_WIDTH, screen_height=SCREEN_HEIGHT):
self.font = pygame.font.Font("freesansbold.ttf", FONT_SIZE) self.font = pygame.font.Font("freesansbold.ttf", FONT_SIZE)
self.legend_font = pygame.font.Font("freesansbold.ttf", LEGEND_FONT_SIZE) self.legend_font = pygame.font.Font("freesansbold.ttf", LEGEND_FONT_SIZE)
self.manager = ui_manager
self.screen_width = screen_width self.screen_width = screen_width
self.screen_height = screen_height self.screen_height = screen_height
self.manager = ui_manager # Panel size defaults
self.control_bar_height = 48
self.inspector_width = 260
self.properties_width = 320
self.console_height = 120
self.splitter_thickness = 6
self.dragging_splitter = None
self._create_panels()
def _create_panels(self):
# Top control bar
self.control_bar = UIPanel(
relative_rect=pygame.Rect(0, 0, self.screen_width, self.control_bar_height),
manager=self.manager,
object_id="#control_bar",
)
# Left inspector
self.inspector_panel = UIPanel(
relative_rect=pygame.Rect(
0, self.control_bar_height,
self.inspector_width,
self.screen_height - self.control_bar_height
),
manager=self.manager,
object_id="#inspector_panel",
)
# Right properties
self.properties_panel = UIPanel(
relative_rect=pygame.Rect(
self.screen_width - self.properties_width,
self.control_bar_height,
self.properties_width,
self.screen_height - self.control_bar_height
),
manager=self.manager,
object_id="#properties_panel",
)
# Bottom console
self.console_panel = UIPanel(
relative_rect=pygame.Rect(
self.inspector_width,
self.screen_height - self.console_height,
self.screen_width - self.inspector_width - self.properties_width,
self.console_height
),
manager=self.manager,
object_id="#console_panel",
)
self.panels = [
self.control_bar,
self.inspector_panel,
self.properties_panel,
self.console_panel
]
self.dragging_splitter = None
def get_viewport_rect(self):
# Returns the rect for the simulation viewport
x = self.inspector_width
y = self.control_bar_height
w = self.screen_width - self.inspector_width - self.properties_width
h = self.screen_height - self.control_bar_height - self.console_height
return pygame.Rect(x, y, w, h)
def update_layout(self, window_width, window_height):
self.screen_width = window_width
self.screen_height = window_height
# Control bar (top)
self.control_bar.set_relative_position((0, 0))
self.control_bar.set_dimensions((self.screen_width, self.control_bar_height))
# Inspector panel (left) - goes all the way to the bottom
self.inspector_panel.set_relative_position((0, self.control_bar_height))
self.inspector_panel.set_dimensions((self.inspector_width, self.screen_height - self.control_bar_height))
# Properties panel (right) - goes all the way to the bottom
self.properties_panel.set_relative_position(
(self.screen_width - self.properties_width, self.control_bar_height))
self.properties_panel.set_dimensions((self.properties_width, self.screen_height - self.control_bar_height))
# Console panel (bottom, spans between inspector and properties)
self.console_panel.set_relative_position((self.inspector_width, self.screen_height - self.console_height))
self.console_panel.set_dimensions(
(self.screen_width - self.inspector_width - self.properties_width, self.console_height))
def process_event(self, event):
# Handle splitter dragging for resizing panels
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
mx, my = event.pos
# Check if mouse is on a splitter (left/right/bottom)
if abs(mx - self.inspector_width) < self.splitter_thickness and self.control_bar_height < my < self.screen_height - self.console_height:
self.dragging_splitter = "inspector"
elif abs(mx - (self.screen_width - self.properties_width)) < self.splitter_thickness and self.control_bar_height < my < self.screen_height - self.console_height:
self.dragging_splitter = "properties"
elif abs(my - (self.screen_height - self.console_height)) < self.splitter_thickness and self.inspector_width < mx < self.screen_width - self.properties_width:
self.dragging_splitter = "console"
self.update_layout(self.screen_width, self.screen_height)
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
self.dragging_splitter = None
elif event.type == pygame.MOUSEMOTION and self.dragging_splitter:
mx, my = event.pos
if self.dragging_splitter == "inspector":
self.inspector_width = max(100, min(mx, self.screen_width - self.properties_width - 100))
elif self.dragging_splitter == "properties":
self.properties_width = max(100, min(self.screen_width - mx, self.screen_width - self.inspector_width - 100))
elif self.dragging_splitter == "console":
self.console_height = max(60, min(self.screen_height - my, self.screen_height - self.control_bar_height - 60))
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)
indicator_size = 6 # Length of indicator line
indicator_gap = 4 # Gap between indicator lines
indicator_count = 3 # Number of indicator lines
# Vertical splitter (inspector/properties)
# Inspector/properties only if wide enough
if self.inspector_width > 0:
x = self.inspector_width - 2
y1 = self.control_bar_height
y2 = self.screen_height - self.console_height
# Draw indicator (horizontal lines) in the middle
mid_y = (y1 + y2) // 2
for i in range(indicator_count):
offset = (i - 1) * (indicator_gap + 1)
pygame.draw.line(
screen, indicator_color,
(x - indicator_size // 2, mid_y + offset),
(x + indicator_size // 2, mid_y + offset),
2
)
if self.properties_width > 0:
x = self.screen_width - self.properties_width + 2
y1 = self.control_bar_height
y2 = self.screen_height - self.console_height
mid_y = (y1 + y2) // 2
for i in range(indicator_count):
offset = (i - 1) * (indicator_gap + 1)
pygame.draw.line(
screen, indicator_color,
(x - indicator_size // 2, mid_y + offset),
(x + indicator_size // 2, mid_y + offset),
2
)
# Horizontal splitter (console)
if self.console_height > 0:
y = self.screen_height - self.console_height + 2
x1 = self.inspector_width
x2 = self.screen_width - self.properties_width
mid_x = (x1 + x2) // 2
for i in range(indicator_count):
offset = (i - 1) * (indicator_gap + 1)
pygame.draw.line(
screen, indicator_color,
(mid_x + offset, y - indicator_size // 2),
(mid_x + offset, y + indicator_size // 2),
2
)
def render_mouse_position(self, screen, camera, sim_view_rect): def render_mouse_position(self, screen, camera, sim_view_rect):
"""Render mouse position in top left.""" """Render mouse position in top left."""
@ -145,6 +315,7 @@ class HUD:
VIZ_WIDTH = 280 # Width of the neural network visualization area VIZ_WIDTH = 280 # Width of the neural network visualization area
VIZ_HEIGHT = 300 # Height of the neural network visualization area VIZ_HEIGHT = 300 # Height of the neural network visualization area
VIZ_RIGHT_MARGIN = VIZ_WIDTH + 50 # Distance from right edge of screen to visualization VIZ_RIGHT_MARGIN = VIZ_WIDTH + 50 # Distance from right edge of screen to visualization
VIZ_BOTTOM_MARGIN = 50 # Distance from the bottom of the screen
# Background styling constants # Background styling constants
BACKGROUND_PADDING = 30 # Padding around the visualization background BACKGROUND_PADDING = 30 # Padding around the visualization background
@ -196,6 +367,9 @@ class HUD:
TOOLTIP_MARGIN = 10 TOOLTIP_MARGIN = 10
TOOLTIP_LINE_SPACING = 0 # No extra spacing between lines TOOLTIP_LINE_SPACING = 0 # No extra spacing between lines
if self.properties_width < VIZ_RIGHT_MARGIN + 50:
self.properties_width = VIZ_RIGHT_MARGIN + 50 # Ensure properties panel is wide enough for tooltip
if not hasattr(cell, 'behavioral_model'): if not hasattr(cell, 'behavioral_model'):
return return
@ -206,9 +380,9 @@ class HUD:
network: FlexibleNeuralNetwork = cell_brain.neural_network network: FlexibleNeuralNetwork = cell_brain.neural_network
# Calculate visualization position # Calculate visualization position (bottom right)
viz_x = self.screen_width - VIZ_RIGHT_MARGIN # Right side of screen viz_x = self.screen_width - VIZ_RIGHT_MARGIN # Right side of screen
viz_y = (self.screen_height // 2) - (VIZ_HEIGHT // 2) # Centered vertically viz_y = self.screen_height - VIZ_HEIGHT - VIZ_BOTTOM_MARGIN # Above the bottom margin
layer_spacing = VIZ_WIDTH // max(1, len(network.layers) - 1) if len(network.layers) > 1 else VIZ_WIDTH layer_spacing = VIZ_WIDTH // max(1, len(network.layers) - 1) if len(network.layers) > 1 else VIZ_WIDTH
@ -218,6 +392,8 @@ class HUD:
pygame.draw.rect(screen, BACKGROUND_COLOR, background_rect) pygame.draw.rect(screen, BACKGROUND_COLOR, background_rect)
pygame.draw.rect(screen, WHITE, background_rect, BACKGROUND_BORDER_WIDTH) pygame.draw.rect(screen, WHITE, background_rect, BACKGROUND_BORDER_WIDTH)
info = network.get_structure_info()
# Title # Title
title_text = self.font.render("Neural Network", True, WHITE) title_text = self.font.render("Neural Network", True, WHITE)
title_rect = title_text.get_rect() title_rect = title_text.get_rect()
@ -225,6 +401,13 @@ class HUD:
title_rect.top = viz_y - TITLE_TOP_MARGIN title_rect.top = viz_y - TITLE_TOP_MARGIN
screen.blit(title_text, title_rect) screen.blit(title_text, title_rect)
# Render network cost under the title
cost_text = self.font.render(f"Cost: {info['network_cost']}", True, WHITE)
cost_rect = cost_text.get_rect()
cost_rect.centerx = title_rect.centerx
cost_rect.top = title_rect.bottom + 4 # Small gap below the title
screen.blit(cost_text, cost_rect)
# Get current activations by running a forward pass with current inputs # Get current activations by running a forward pass with current inputs
input_values = [cell_brain.inputs[key] for key in cell_brain.input_keys] input_values = [cell_brain.inputs[key] for key in cell_brain.input_keys]
@ -383,22 +566,6 @@ class HUD:
label_rect.bottom = viz_y + VIZ_HEIGHT + LAYER_LABEL_BOTTOM_MARGIN label_rect.bottom = viz_y + VIZ_HEIGHT + LAYER_LABEL_BOTTOM_MARGIN
screen.blit(label_text, label_rect) screen.blit(label_text, label_rect)
# Draw network info
info = network.get_structure_info()
info_lines = [
f"Layers: {info['total_layers']}",
f"Neurons: {info['total_neurons']}",
f"Connections: {info['total_connections']}",
f"Network Cost: {info['network_cost']}",
]
for i, line in enumerate(info_lines):
info_text = self.legend_font.render(line, True, WHITE)
info_rect = info_text.get_rect()
info_rect.left = viz_x
info_rect.top = viz_y + VIZ_HEIGHT + INFO_TEXT_TOP_MARGIN + i * INFO_TEXT_LINE_SPACING
screen.blit(info_text, info_rect)
# --- Tooltip logic for neuron hover --- # --- Tooltip logic for neuron hover ---
mouse_x, mouse_y = pygame.mouse.get_pos() mouse_x, mouse_y = pygame.mouse.get_pos()
tooltip_text = None tooltip_text = None
@ -488,8 +655,3 @@ class HUD:
screen.blit(header, header_rect) screen.blit(header, header_rect)
screen.blit(tps_text, tps_rect) screen.blit(tps_text, tps_rect)
screen.blit(ticks_text, ticks_rect) screen.blit(ticks_text, ticks_rect)
def update_layout(self, window_width, window_height):
"""Update HUD layout on window resize."""
self.screen_width = window_width
self.screen_height = window_height