Refactor HUD and renderer to support dynamic screen resizing and update input handling for simulation view
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				| @ -6,7 +6,7 @@ from config.constants import * | ||||
| 
 | ||||
| 
 | ||||
| class InputHandler: | ||||
|     def __init__(self, camera, world): | ||||
|     def __init__(self, camera, world, sim_view_rect): | ||||
|         self.camera = camera | ||||
|         self.world = world | ||||
| 
 | ||||
| @ -27,6 +27,13 @@ class InputHandler: | ||||
|         self.default_tps = DEFAULT_TPS | ||||
|         self.sprint_mode = False | ||||
| 
 | ||||
|         # sim-view rect for mouse position calculations | ||||
|         self.sim_view_rect = sim_view_rect | ||||
| 
 | ||||
|     def update_sim_view_rect(self, sim_view_rect): | ||||
|         """Update the sim_view rectangle.""" | ||||
|         self.sim_view_rect = sim_view_rect | ||||
| 
 | ||||
|     def handle_events(self, events, ui_manager): | ||||
|         """Process all pygame events and return game state.""" | ||||
|         running = True | ||||
| @ -115,20 +122,27 @@ class InputHandler: | ||||
|         """Process object selection logic.""" | ||||
|         self.selecting = False | ||||
| 
 | ||||
|         # Convert screen to world coordinates | ||||
|         x1, y1 = self.camera.get_real_coordinates(*self.select_start) | ||||
|         x2, y2 = self.camera.get_real_coordinates(*self.select_end) | ||||
|         # Map screen to sim_view coordinates | ||||
|         sx1 = self.select_start[0] - self.sim_view_rect.left | ||||
|         sy1 = self.select_start[1] - self.sim_view_rect.top | ||||
|         sx2 = self.select_end[0] - self.sim_view_rect.left | ||||
|         sy2 = self.select_end[1] - self.sim_view_rect.top | ||||
| 
 | ||||
|         # Convert sim_view to world coordinates | ||||
|         x1, y1 = self.camera.get_real_coordinates(sx1, sy1) | ||||
|         x2, y2 = self.camera.get_real_coordinates(sx2, sy2) | ||||
| 
 | ||||
|         # Check if selection is a click or drag | ||||
|         if (abs(self.select_start[0] - self.select_end[0]) < SELECTION_THRESHOLD and | ||||
|                 abs(self.select_start[1] - self.select_end[1]) < SELECTION_THRESHOLD): | ||||
|         if (abs(sx1 - sx2) < SELECTION_THRESHOLD and | ||||
|                 abs(sy1 - sy2) < SELECTION_THRESHOLD): | ||||
|             self._handle_click_selection() | ||||
|         else: | ||||
|             self._handle_drag_selection(x1, y1, x2, y2) | ||||
| 
 | ||||
|     def _handle_click_selection(self): | ||||
|         """Handle single click selection.""" | ||||
|         mouse_world_x, mouse_world_y = self.camera.get_real_coordinates(*self.select_start) | ||||
|         sx, sy = self.select_start[0] - self.sim_view_rect.left, self.select_start[1] - self.sim_view_rect.top | ||||
|         mouse_world_x, mouse_world_y = self.camera.get_real_coordinates(sx, sy) | ||||
|         obj = self.world.query_closest_object(mouse_world_x, mouse_world_y) | ||||
|         self.selected_objects = [] | ||||
| 
 | ||||
|  | ||||
| @ -8,12 +8,17 @@ from world.base.brain import CellBrain | ||||
| 
 | ||||
| 
 | ||||
| class Renderer: | ||||
|     def __init__(self, screen): | ||||
|         self.screen = screen | ||||
|     def __init__(self, render_area): | ||||
|         self.render_area = render_area | ||||
|         self.render_height = render_area.get_height() | ||||
|         self.render_width = render_area.get_width() | ||||
| 
 | ||||
|     def clear_screen(self): | ||||
|     def clear_screen(self, main_screen=None): | ||||
|         """Clear the screen with a black background.""" | ||||
|         self.screen.fill(BLACK) | ||||
|         if main_screen: | ||||
|             main_screen.fill(BLACK) | ||||
| 
 | ||||
|         self.render_area.fill(BLACK) | ||||
| 
 | ||||
|     def draw_grid(self, camera, showing_grid=True): | ||||
|         """Draw the reference grid.""" | ||||
| @ -28,8 +33,8 @@ class Renderer: | ||||
|         grid_world_height = GRID_HEIGHT * effective_cell_size | ||||
| 
 | ||||
|         # Calculate grid position relative to camera (with grid centered at 0,0) | ||||
|         grid_center_x = SCREEN_WIDTH // 2 - camera.x * camera.zoom | ||||
|         grid_center_y = SCREEN_HEIGHT // 2 - camera.y * camera.zoom | ||||
|         grid_center_x = self.render_width // 2 - camera.x * camera.zoom | ||||
|         grid_center_y = self.render_height // 2 - camera.y * camera.zoom | ||||
| 
 | ||||
|         grid_left = grid_center_x - grid_world_width // 2 | ||||
|         grid_top = grid_center_y - grid_world_height // 2 | ||||
| @ -37,20 +42,20 @@ class Renderer: | ||||
|         grid_bottom = grid_top + grid_world_height | ||||
| 
 | ||||
|         # Check if grid is visible on screen | ||||
|         if (grid_right < 0 or grid_left > SCREEN_WIDTH or | ||||
|                 grid_bottom < 0 or grid_top > SCREEN_HEIGHT): | ||||
|         if (grid_right < 0 or grid_left > self.render_width or | ||||
|                 grid_bottom < 0 or grid_top > self.render_height): | ||||
|             return | ||||
| 
 | ||||
|         # Fill the grid area with dark gray background | ||||
|         grid_rect = pygame.Rect( | ||||
|             max(0, grid_left), | ||||
|             max(0, grid_top), | ||||
|             min(SCREEN_WIDTH, grid_right) - max(0, grid_left), | ||||
|             min(SCREEN_HEIGHT, grid_bottom) - max(0, grid_top), | ||||
|             min(self.render_width, grid_right) - max(0, grid_left), | ||||
|             min(self.render_height, grid_bottom) - max(0, grid_top), | ||||
|         ) | ||||
| 
 | ||||
|         if grid_rect.width > 0 and grid_rect.height > 0: | ||||
|             pygame.draw.rect(self.screen, DARK_GRAY, grid_rect) | ||||
|             pygame.draw.rect(self.render_area, DARK_GRAY, grid_rect) | ||||
| 
 | ||||
|         # Draw grid lines only if zoom is high enough | ||||
|         if effective_cell_size > 4: | ||||
| @ -65,30 +70,30 @@ class Renderer: | ||||
|             # Vertical lines | ||||
|             if i <= GRID_WIDTH: | ||||
|                 line_x = grid_left + i * effective_cell_size | ||||
|                 if 0 <= line_x <= SCREEN_WIDTH: | ||||
|                 if 0 <= line_x <= self.render_width: | ||||
|                     start_y = max(0, grid_top) | ||||
|                     end_y = min(SCREEN_HEIGHT, grid_bottom) | ||||
|                     end_y = min(self.render_height, grid_bottom) | ||||
|                     if start_y < end_y: | ||||
|                         vertical_lines.append(((line_x, start_y), (line_x, end_y))) | ||||
| 
 | ||||
|             # Horizontal lines | ||||
|             if i <= GRID_HEIGHT: | ||||
|                 line_y = grid_top + i * effective_cell_size | ||||
|                 if 0 <= line_y <= SCREEN_HEIGHT: | ||||
|                 if 0 <= line_y <= self.render_height: | ||||
|                     start_x = max(0, grid_left) | ||||
|                     end_x = min(SCREEN_WIDTH, grid_right) | ||||
|                     end_x = min(self.render_width, grid_right) | ||||
|                     if start_x < end_x: | ||||
|                         horizontal_lines.append(((start_x, line_y), (end_x, line_y))) | ||||
| 
 | ||||
|         # Draw all lines | ||||
|         for start, end in vertical_lines: | ||||
|             pygame.draw.line(self.screen, GRAY, start, end) | ||||
|             pygame.draw.line(self.render_area, GRAY, start, end) | ||||
|         for start, end in horizontal_lines: | ||||
|             pygame.draw.line(self.screen, GRAY, start, end) | ||||
|             pygame.draw.line(self.render_area, GRAY, start, end) | ||||
| 
 | ||||
|     def render_world(self, world, camera): | ||||
|         """Render all world objects.""" | ||||
|         world.render_all(camera, self.screen) | ||||
|         world.render_all(camera, self.render_area) | ||||
| 
 | ||||
|     def render_interaction_radius(self, world, camera, selected_objects, show_radius=False): | ||||
|         """Render interaction radius and debug vectors for objects.""" | ||||
| @ -108,7 +113,7 @@ class Renderer: | ||||
| 
 | ||||
|                 if screen_radius > 0: | ||||
|                     # Draw interaction radius circle | ||||
|                     pygame.draw.circle(self.screen, RED, (screen_x, screen_y), screen_radius, 1) | ||||
|                     pygame.draw.circle(self.render_area, RED, (screen_x, screen_y), screen_radius, 1) | ||||
| 
 | ||||
|                     # Draw direction arrow | ||||
|                     self._draw_direction_arrow(obj, screen_x, screen_y, camera) | ||||
| @ -125,7 +130,7 @@ class Renderer: | ||||
|         end_y = screen_y + arrow_length * math.sin(math.radians(rotation_angle)) | ||||
| 
 | ||||
|         # Draw arrow line | ||||
|         pygame.draw.line(self.screen, WHITE, (screen_x, screen_y), (end_x, end_y), 2) | ||||
|         pygame.draw.line(self.render_area, WHITE, (screen_x, screen_y), (end_x, end_y), 2) | ||||
| 
 | ||||
|         # Draw arrowhead | ||||
|         tip_size = DIRECTION_TIP_SIZE * camera.zoom | ||||
| @ -135,7 +140,7 @@ class Renderer: | ||||
|         right_tip_y = end_y - tip_size * math.sin(math.radians(rotation_angle - 150 + 180)) | ||||
| 
 | ||||
|         pygame.draw.polygon( | ||||
|             self.screen, WHITE, | ||||
|             self.render_area, WHITE, | ||||
|             [(end_x, end_y), (left_tip_x, left_tip_y), (right_tip_x, right_tip_y)] | ||||
|         ) | ||||
| 
 | ||||
| @ -167,7 +172,7 @@ class Renderer: | ||||
|         angular_acc_end_x = end_x + angular_accel_magnitude * math.cos(math.radians(angular_direction)) | ||||
|         angular_acc_end_y = end_y + angular_accel_magnitude * math.sin(math.radians(angular_direction)) | ||||
| 
 | ||||
|         pygame.draw.line(self.screen, LIGHT_BLUE, (end_x, end_y), (angular_acc_end_x, angular_acc_end_y), 2) | ||||
|         pygame.draw.line(self.render_area, LIGHT_BLUE, (end_x, end_y), (angular_acc_end_x, angular_acc_end_y), 2) | ||||
| 
 | ||||
|         # Draw arrowhead | ||||
|         self._draw_arrowhead(angular_acc_end_x, angular_acc_end_y, angular_direction, | ||||
| @ -184,7 +189,7 @@ class Renderer: | ||||
|             acc_end_x = screen_x + acc_vector_length * math.cos(math.radians(acc_direction)) | ||||
|             acc_end_y = screen_y + acc_vector_length * math.sin(math.radians(acc_direction)) | ||||
| 
 | ||||
|             pygame.draw.line(self.screen, RED, (screen_x, screen_y), (acc_end_x, acc_end_y), 2) | ||||
|             pygame.draw.line(self.render_area, RED, (screen_x, screen_y), (acc_end_x, acc_end_y), 2) | ||||
|             self._draw_arrowhead(acc_end_x, acc_end_y, acc_direction, | ||||
|                                  ARROW_TIP_SIZE * camera.zoom, RED) | ||||
| 
 | ||||
| @ -199,7 +204,7 @@ class Renderer: | ||||
|             vel_end_x = screen_x + vel_vector_length * math.cos(math.radians(vel_direction)) | ||||
|             vel_end_y = screen_y + vel_vector_length * math.sin(math.radians(vel_direction)) | ||||
| 
 | ||||
|             pygame.draw.line(self.screen, BLUE, (screen_x, screen_y), (vel_end_x, vel_end_y), 2) | ||||
|             pygame.draw.line(self.render_area, BLUE, (screen_x, screen_y), (vel_end_x, vel_end_y), 2) | ||||
|             self._draw_arrowhead(vel_end_x, vel_end_y, vel_direction, | ||||
|                                  ARROW_TIP_SIZE * camera.zoom, BLUE) | ||||
| 
 | ||||
| @ -211,24 +216,29 @@ class Renderer: | ||||
|         right_tip_y = end_y - tip_size * math.sin(math.radians(direction - 150 + 180)) | ||||
| 
 | ||||
|         pygame.draw.polygon( | ||||
|             self.screen, color, | ||||
|             self.render_area, color, | ||||
|             [(end_x, end_y), (left_tip_x, left_tip_y), (right_tip_x, right_tip_y)] | ||||
|         ) | ||||
| 
 | ||||
|     def render_selection_rectangle(self, selection_rect): | ||||
|         """Render the selection rectangle.""" | ||||
|     def render_selection_rectangle(self, selection_rect, sim_view_rect=None): | ||||
|         """Render the selection rectangle, offset for sim_view if sim_view_rect is provided.""" | ||||
|         if not selection_rect: | ||||
|             return | ||||
| 
 | ||||
|         left, top, width, height = selection_rect | ||||
| 
 | ||||
|         # Offset for sim_view if sim_view_rect is given | ||||
|         if sim_view_rect is not None: | ||||
|             left -= sim_view_rect.left | ||||
|             top -= sim_view_rect.top | ||||
| 
 | ||||
|         # Draw semi-transparent fill | ||||
|         s = pygame.Surface((width, height), pygame.SRCALPHA) | ||||
|         s.fill(SELECTION_GRAY) | ||||
|         self.screen.blit(s, (left, top)) | ||||
|         self.render_area.blit(s, (left, top)) | ||||
| 
 | ||||
|         # Draw border | ||||
|         pygame.draw.rect(self.screen, SELECTION_BORDER, | ||||
|         pygame.draw.rect(self.render_area, SELECTION_BORDER, | ||||
|                          pygame.Rect(left, top, width, height), 1) | ||||
| 
 | ||||
|     def render_selected_objects_outline(self, selected_objects, camera): | ||||
| @ -239,4 +249,4 @@ class Renderer: | ||||
|             screen_x, screen_y = camera.world_to_screen(obj_x, obj_y) | ||||
|             size = camera.get_relative_size(width) | ||||
|             rect = pygame.Rect(screen_x - size // 2, screen_y - size // 2, size, size) | ||||
|             pygame.draw.rect(self.screen, SELECTION_BLUE, rect, 1) | ||||
|             pygame.draw.rect(self.render_area, SELECTION_BLUE, rect, 1) | ||||
|  | ||||
| @ -20,16 +20,18 @@ class SimulationEngine: | ||||
|         pygame.init() | ||||
| 
 | ||||
|         info = pygame.display.Info() | ||||
|         self.window_width, self.window_height = info.current_w, info.current_h | ||||
|         self.window_width, self.window_height = info.current_w // 2, info.current_h // 2 | ||||
|         self.screen = pygame.display.set_mode((self.window_width, self.window_height), | ||||
|                                               pygame.RESIZABLE | pygame.FULLSCREEN) | ||||
|                                               pygame.RESIZABLE, vsync=1) | ||||
| 
 | ||||
|         self.ui_manager = UIManager((self.window_width, self.window_height)) | ||||
| 
 | ||||
|         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") | ||||
|         self.clock = pygame.time.Clock() | ||||
|         self.camera = Camera(SCREEN_WIDTH, SCREEN_HEIGHT, RENDER_BUFFER) | ||||
| 
 | ||||
|         self.last_tick_time = time.perf_counter() | ||||
|         self.last_tps_time = time.perf_counter() | ||||
| @ -38,9 +40,10 @@ class SimulationEngine: | ||||
|         self.total_ticks = 0 | ||||
| 
 | ||||
|         self.world = self._setup_world() | ||||
|         self.input_handler = InputHandler(self.camera, self.world) | ||||
|         self.renderer = Renderer(self.screen) | ||||
|         self.hud = HUD() | ||||
|         self.input_handler = InputHandler(self.camera, self.world, self.sim_view_rect) | ||||
|         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 | ||||
| 
 | ||||
| @ -50,6 +53,18 @@ class SimulationEngine: | ||||
|         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.ui_manager.set_window_resolution((self.window_width, self.window_height)) | ||||
|         self.renderer = Renderer(self.sim_view) | ||||
| 
 | ||||
|         # Update camera to match new sim_view size | ||||
|         if hasattr(self, 'camera'): | ||||
|             self.camera.screen_width = self.sim_view_width | ||||
|             self.camera.screen_height = self.sim_view_height | ||||
| 
 | ||||
|         if hasattr(self, 'input_handler'): | ||||
|             self.input_handler.update_sim_view_rect(self.sim_view_rect) | ||||
| 
 | ||||
| 
 | ||||
|     @staticmethod | ||||
|     def _setup_world(): | ||||
|         world = World(CELL_SIZE, (CELL_SIZE * GRID_WIDTH, CELL_SIZE * GRID_HEIGHT)) | ||||
| @ -88,6 +103,14 @@ class SimulationEngine: | ||||
|         events = pygame.event.get() | ||||
|         self.running = self.input_handler.handle_events(events, self.hud.manager) | ||||
| 
 | ||||
|         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: | ||||
|             # Sprint mode: run as many ticks as possible, skip rendering | ||||
|             current_time = time.perf_counter() | ||||
| @ -140,14 +163,22 @@ class SimulationEngine: | ||||
|         self.input_handler.update_camera(keys, deltatime) | ||||
| 
 | ||||
|     def _render(self): | ||||
|         self.renderer.clear_screen() | ||||
|         self.renderer.clear_screen(self.screen) | ||||
|         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.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.hud.render_mouse_position(self.screen, self.camera) | ||||
|         # In core/simulation_engine.py, in _render(): | ||||
|         self.screen.blit(self.sim_view, (self.sim_view_rect.left, self.sim_view_rect.top)) | ||||
| 
 | ||||
|         # Draw border around sim_view | ||||
|         border_color = (255, 255, 255)  # White | ||||
|         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_fps(self.screen, self.clock) | ||||
|         self.hud.render_tps(self.screen, self.actual_tps) | ||||
|         self.hud.render_tick_count(self.screen, self.total_ticks) | ||||
|  | ||||
							
								
								
									
										50
									
								
								ui/hud.py
									
									
									
									
									
								
							
							
						
						
									
										50
									
								
								ui/hud.py
									
									
									
									
									
								
							| @ -10,15 +10,22 @@ import math | ||||
| 
 | ||||
| 
 | ||||
| class HUD: | ||||
|     def __init__(self, ui_manager): | ||||
|     def __init__(self, ui_manager, screen_width=SCREEN_WIDTH, screen_height=SCREEN_HEIGHT): | ||||
|         self.font = pygame.font.Font("freesansbold.ttf", FONT_SIZE) | ||||
|         self.legend_font = pygame.font.Font("freesansbold.ttf", LEGEND_FONT_SIZE) | ||||
| 
 | ||||
|         self.screen_width = screen_width | ||||
|         self.screen_height = screen_height | ||||
| 
 | ||||
|         self.manager = ui_manager | ||||
| 
 | ||||
|     def render_mouse_position(self, screen, camera): | ||||
|     def render_mouse_position(self, screen, camera, sim_view_rect): | ||||
|         """Render mouse position in top left.""" | ||||
|         mouse_x, mouse_y = camera.get_real_coordinates(*pygame.mouse.get_pos()) | ||||
|         mouse_x, mouse_y = pygame.mouse.get_pos() | ||||
|         sim_view_x = mouse_x - sim_view_rect.left | ||||
|         sim_view_y = mouse_y - sim_view_rect.top | ||||
|         world_x, world_y = camera.get_real_coordinates(sim_view_x, sim_view_y) | ||||
| 
 | ||||
|         mouse_text = self.font.render(f"Mouse: ({mouse_x:.2f}, {mouse_y:.2f})", True, WHITE) | ||||
|         text_rect = mouse_text.get_rect() | ||||
|         text_rect.topleft = (HUD_MARGIN, HUD_MARGIN) | ||||
| @ -28,21 +35,21 @@ class HUD: | ||||
|         """Render FPS in top right.""" | ||||
|         fps_text = self.font.render(f"FPS: {int(clock.get_fps())}", True, WHITE) | ||||
|         fps_rect = fps_text.get_rect() | ||||
|         fps_rect.topright = (SCREEN_WIDTH - HUD_MARGIN, HUD_MARGIN) | ||||
|         fps_rect.topright = (self.screen_width - HUD_MARGIN, HUD_MARGIN) | ||||
|         screen.blit(fps_text, fps_rect) | ||||
| 
 | ||||
|     def render_tps(self, screen, actual_tps): | ||||
|         """Render TPS in bottom right.""" | ||||
|         tps_text = self.font.render(f"TPS: {actual_tps}", True, WHITE) | ||||
|         tps_rect = tps_text.get_rect() | ||||
|         tps_rect.bottomright = (SCREEN_WIDTH - HUD_MARGIN, SCREEN_HEIGHT - HUD_MARGIN) | ||||
|         tps_rect.bottomright = (self.screen_width - HUD_MARGIN, self.screen_height - HUD_MARGIN) | ||||
|         screen.blit(tps_text, tps_rect) | ||||
| 
 | ||||
|     def render_tick_count(self, screen, total_ticks): | ||||
|         """Render total tick count in bottom left.""" | ||||
|         tick_text = self.font.render(f"Ticks: {total_ticks}", True, WHITE) | ||||
|         tick_rect = tick_text.get_rect() | ||||
|         tick_rect.bottomleft = (HUD_MARGIN, SCREEN_HEIGHT - HUD_MARGIN) | ||||
|         tick_rect.bottomleft = (HUD_MARGIN, self.screen_height - HUD_MARGIN) | ||||
|         screen.blit(tick_text, tick_rect) | ||||
| 
 | ||||
|     def render_pause_indicator(self, screen, is_paused): | ||||
| @ -50,7 +57,7 @@ class HUD: | ||||
|         if is_paused: | ||||
|             pause_text = self.font.render("Press 'Space' to unpause", True, WHITE) | ||||
|             pause_rect = pause_text.get_rect() | ||||
|             pause_rect.center = (SCREEN_WIDTH // 2, 20) | ||||
|             pause_rect.center = (self.screen_width // 2, 20) | ||||
|             screen.blit(pause_text, pause_rect) | ||||
| 
 | ||||
|     def render_selected_objects_info(self, screen, selected_objects): | ||||
| @ -58,7 +65,7 @@ class HUD: | ||||
|         if len(selected_objects) < 1: | ||||
|             return | ||||
| 
 | ||||
|         max_width = SCREEN_WIDTH - 20 | ||||
|         max_width = self.screen_width - 20 | ||||
|         i = 0 | ||||
| 
 | ||||
|         for obj in selected_objects: | ||||
| @ -94,7 +101,7 @@ class HUD: | ||||
|         if not showing_legend: | ||||
|             legend_text = self.legend_font.render("Press 'L' to show controls", True, WHITE) | ||||
|             legend_rect = legend_text.get_rect() | ||||
|             legend_rect.center = (SCREEN_WIDTH // 2, SCREEN_HEIGHT - 20) | ||||
|             legend_rect.center = (self.screen_width // 2, self.screen_height - 20) | ||||
|             screen.blit(legend_text, legend_rect) | ||||
|             return | ||||
| 
 | ||||
| @ -112,8 +119,8 @@ class HUD: | ||||
|         legend_width = left_width + right_width + column_gap | ||||
|         legend_height = max(len(left_col), len(right_col)) * legend_font_height + 10 | ||||
| 
 | ||||
|         legend_x = (SCREEN_WIDTH - legend_width) // 2 | ||||
|         legend_y = SCREEN_HEIGHT - legend_height - 10 | ||||
|         legend_x = (self.screen_width - legend_width) // 2 | ||||
|         legend_y = self.screen_height - legend_height - 10 | ||||
| 
 | ||||
|         # Draw left column | ||||
|         for i, (key, desc) in enumerate(left_col): | ||||
| @ -200,8 +207,8 @@ class HUD: | ||||
|         network: FlexibleNeuralNetwork = cell_brain.neural_network | ||||
| 
 | ||||
|         # Calculate visualization position | ||||
|         viz_x = SCREEN_WIDTH - VIZ_RIGHT_MARGIN  # Right side of screen | ||||
|         viz_y = (SCREEN_HEIGHT // 2) - (VIZ_HEIGHT // 2)  # Centered vertically | ||||
|         viz_x = self.screen_width - VIZ_RIGHT_MARGIN  # Right side of screen | ||||
|         viz_y = (self.screen_height // 2) - (VIZ_HEIGHT // 2)  # Centered vertically | ||||
| 
 | ||||
|         layer_spacing = VIZ_WIDTH // max(1, len(network.layers) - 1) if len(network.layers) > 1 else VIZ_WIDTH | ||||
| 
 | ||||
| @ -453,10 +460,10 @@ class HUD: | ||||
|             tooltip_y = mouse_y + TOOLTIP_Y_OFFSET | ||||
| 
 | ||||
|             # Adjust if off right edge | ||||
|             if tooltip_x + width > SCREEN_WIDTH: | ||||
|             if tooltip_x + width > self.screen_width: | ||||
|                 tooltip_x = mouse_x - width - TOOLTIP_X_OFFSET | ||||
|             # Adjust if off bottom edge | ||||
|             if tooltip_y + height > SCREEN_HEIGHT: | ||||
|             if tooltip_y + height > self.screen_height: | ||||
|                 tooltip_y = mouse_y - height - TOOLTIP_Y_OFFSET | ||||
| 
 | ||||
|             tooltip_rect = pygame.Rect(tooltip_x, tooltip_y, width, height) | ||||
| @ -473,11 +480,16 @@ class HUD: | ||||
|         tps_text = self.font.render(f"TPS: {actual_tps}", True, (255, 255, 255)) | ||||
|         ticks_text = self.font.render(f"Ticks: {total_ticks}", True, (255, 255, 255)) | ||||
| 
 | ||||
|         y = SCREEN_HEIGHT // 2 - 40 | ||||
|         header_rect = header.get_rect(center=(SCREEN_WIDTH // 2, y)) | ||||
|         tps_rect = tps_text.get_rect(center=(SCREEN_WIDTH // 2, y + 40)) | ||||
|         ticks_rect = ticks_text.get_rect(center=(SCREEN_WIDTH // 2, y + 80)) | ||||
|         y = self.screen_height // 2 - 40 | ||||
|         header_rect = header.get_rect(center=(self.screen_width // 2, y)) | ||||
|         tps_rect = tps_text.get_rect(center=(self.screen_width // 2, y + 40)) | ||||
|         ticks_rect = ticks_text.get_rect(center=(self.screen_width // 2, y + 80)) | ||||
| 
 | ||||
|         screen.blit(header, header_rect) | ||||
|         screen.blit(tps_text, tps_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 | ||||
|  | ||||
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