Display message with Lua - user-interface

I am making a simple idea generator with Lua and I want it to display a error/notification with the output.
Something a little like this:
I've tried looking at other posts on stack overflow but the code was too advanced for me to understand.
Any idea how to do this?

fltk4lua is easy for simple stuff like that, yea.
#! /usr/bin/env lua
-- sudo apt install libfltk1.3-dev
-- luarocks install fltk4lua
local fl = require( 'fltk4lua' )
fl .scheme( 'gtk+' )
local Width, Height = 300, 200
local Title = 'Lua Output'
local window = fl .Window( Width, Height, Title )
local icon = fl .Chart{ Width *0.1, Height *0.1, 100, 100, type = FL_BAR_CHART }
local text = fl .Box{ Width *0.5, Height *0.3, 100, 30, 'Hello World!' }
local button = fl .Button{ Width *0.5, Height *0.75, 100, 30, 'Okay' }
icon :add( 6, 6, 0x05 ) -- www.fltk.org/doc-1.3/drawing.html#drawing_colors
icon :add( 5, 5, 0x04 )
icon :add( 4, 4, 0x02 )
icon :add( 3, 3, 0x01 )
window :end_group()
window :show( arg )
fl .run()

Related

Interacting with sg.image on a clic or a mouse fly over

I made a code using pysimplegui. it basically shows some images from a database based on a scanned number. it works but sometimes it could be useful to be able to increase the size of the image + it would make my user interface a bit more interactive
i want to have the possibility to either:
when i fly over the image with the mouse, i want the image to increase in size
have the possibility to clic on the image and have a pop-up of the image showing up (in a bigger size)
i am not sure on how to interact with a sg.image()
Below you will find a trunkated part of my code where i show my way of getting the image to show up.
layout = [
[
sg.Text("Numéro de boîte"),
sg.Input(size=(25, 1), key="-FILE-"),
sg.Button("Load Image"),
sg.Button("Update DATA"),
sg.Text("<- useless text ")
],
[sg.Text("Indicateur au max" , size = (120, 1),font = ("Arial", 18), justification = "center")],
[sg.Image(key="-ALV1-"),sg.Image(key="-ALV2-"), sg.Image(key="-ALV3-"), sg.Image(key="-ALV4-"), sg.Image(key="-ALV5-")],
[sg.Image(key="-ALV6-"),sg.Image(key="-ALV7-"), sg.Image(key="-ALV8-"), sg.Image(key="-ALV9-"), sg.Image(key="-ALV10-")],
[sg.Text("_" * 350, size = (120, 1), justification = "center")],
[sg.Text("Indicateur au milieu" , size = (120, 1),font = ("Arial", 18), justification = "center")],
[sg.Image(key="-ALV11-"),sg.Image(key="-ALV12-"), sg.Image(key="-ALV13-"), sg.Image(key="-ALV14-"), sg.Image(key="-ALV15-")],
[sg.Image(key="-ALV16-"),sg.Image(key="-ALV17-"), sg.Image(key="-ALV18-"), sg.Image(key="-ALV19-"), sg.Image(key="-ALV20-")],
[sg.Text("↓↓↓ ↓↓↓" , size = (120, 1),font = ("Arial", 18), justification = "center")],
]
ImageAlv1 = Image.open(PathAlv1)
ImageAlv1.thumbnail((250, 250))
bio1 = io.BytesIO()
ImageAlv1.save(bio1, format="PNG")
window["-ALV1-"].update(data=bio1.getvalue())
Using bind method for events, like
"<Enter>", the user moved the mouse pointer into a visible part of an element.
"<Double-1>", specifies two click events happening close together in time.
Using PIL.Image to resize image and io.BytesIO as buffer.
import base64
from io import BytesIO
from PIL import Image
import PySimpleGUI as sg
def resize(image, size=(256, 256)):
imgdata = base64.b64decode(image)
im = Image.open(BytesIO(imgdata))
width, height = size
w, h = im.size
scale = min(width/w, height/h)
new_size = (int(w*scale+0.5), int(h*scale+0.5))
new_im = im.resize(new_size, resample=Image.LANCZOS)
buffer = BytesIO()
new_im.save(buffer, format="PNG")
return buffer.getvalue()
sg.theme('DarkBlue3')
number = 4
column_layout, line = [], []
limit = len(sg.EMOJI_BASE64_HAPPY_LIST) - 1
for i, image in enumerate(sg.EMOJI_BASE64_HAPPY_LIST):
line.append(sg.Image(data=image, size=(64, 64), pad=(1, 1), background_color='#10C000', expand_y=True, key=f'IMAGE {i}'))
if i % number == number-1 or i == limit:
column_layout.append(line)
line = []
layout = [
[sg.Image(size=(256, 256), pad=(0, 0), expand_x=True, background_color='green', key='-IMAGE-'),
sg.Column(column_layout, expand_y=True, pad=(0, 0))],
]
window = sg.Window("Title", layout, margins=(0, 0), finalize=True)
for i in range(limit+1):
window[f'IMAGE {i}'].bind("<Enter>", "") # Binding for Mouse enter sg.Image
#window[f'IMAGE {i}'].bind("<Double-1>", "") # Binding for Mouse double click on sg.Image
element = window['-IMAGE-']
now = None
while True:
event, values = window.read()
if event == sg.WINDOW_CLOSED:
break
elif event.startswith("IMAGE"):
index = int(event.split()[-1])
if index != now:
element.update(data=resize(sg.EMOJI_BASE64_HAPPY_LIST[index]))
now = index
window.close()

How do I get this XWindows.XGetImage call right?

(update: the XGetPixel problem has been solved thanks to David)
I am practicing some tasks from rosettacode.org for Standard ML, and I am stuck with the XGetImage call from XWindows (PolyML) . I get a badValue error for every attempt in XYPixmap format.
What I did, was
open XWindows ;
val disp = XOpenDisplay "" ;
val win = XCreateSimpleWindow (RootWindow disp) origin (Area {x=0,y=0,w=300,h=100}) 2 0 0xffffff ;
XMapWindow win;
XFlush disp ;
XGetImage win (Area {x=0,y=0,w=100,h=100}) AllPlanes XYPixmap ;
The XGetImage call returns
X Error BadValue in XGetImage
Exception- XWindows "XGetImage failed" raised
The xwindows.cpp source does not make me much wiser:
XImage *image = XGetImage(d,drawable,x,y,w,h,mask,CImageFormat(format));
if (image == 0) RaiseXWindows(taskData, "XGetImage failed");
ZPixmap + XGetPixel work fine in the most recent polyversion, the rest of this post has been solved:
When I try ZPixmap, i get
val im = XGetImage win (Area {x=0,y=0,w=1,h=1}) AllPlanes ZPixmap ;
val im =
XImage
{bitmapBitOrder = MSBFirst, bitmapPad = 32, bitmapUnit = 32,
bitsPerPixel = 1, byteOrder = MSBFirst, bytesPerLine = 4, data =
ImageData
"\^A\^#\^#\^# ... repeat 22 x .... \^A\^#\^#\^#",
depth = 24, format = ZPixmap, size =
Rect {bottom = 1, left = 0, right = 1, top = 0}, ...}
but
XGetPixel disp im (XPoint {x=0,y=0}) ;
crashes PolyML
The XGetImage example (in C) in the Xlib Programming Manual chapter 6.4.2 does not seem to do anything special, just use the display and a visible window. My window win is visible. I also tried the root window, and that does not work either. I think I have followed the PolyML for X manual correctly.
What is missing here ?
It seems there was a bug in the code that implemented XGetPixel in Poly/ML. There is a fix for that now in the github repository. I'm not familiar enough with X-windows to be able to say whether it should work with XYPixmap.

How to detect screen resize events coming from ncurses in QNX?

I can not configure to receive events about changing the size of the terminal using ncurses QNX Momentics.
I am using Putyy as a terminal and data is transmitted through the COM port.
My question is how to realize the reception of screen change events when using a remote terminal?
FILE* fcons = fopen("/dev/ser1", "r+");
SCREEN* term = newterm("xterm-r5", fcons, fcons);
int y = 0, x = 0;
//if(y < 24 || x < 80)
// resizeterm(24, 80);
flushinp();
main_scr = newwin(24, 80, 0, 0);
head_scr = subwin(main_scr, 3, 80, 0, 0);
prompt_scr = subwin(main_scr, 1, 9, 3, 2);
cursor_scr = newwin(1, 60, 3, 6);
output_scr = subwin(main_scr, 18, 76, 5, 2);
keypad(cursor_scr, TRUE);
int f = mousemask(ALL_MOUSE_EVENTS, NULL);
chtype temp_ch = 0;
while(KEY_RESIZE == temp_ch)
temp_ch = wgetch(cursor_scr);
return 0;
A plain serial-port connection like that won't send a SIGWINCH. In other configurations, e.g., telnet, that's done as a result of NAWS (negotiations about window size--I dont't see a duplicate). Your application could poll for this by doing what the resize program does, plus a little more, e.g.,
save the cursor-position
move the cursor to a very-far-off lower-right corner
ask the terminal where the cursor really is
wait for the response, to get the actual screensize
set the terminal's screensize using a system call
restore the cursor position
send a SIGWINCH to yourself
Unlike resize, that would be done inside your program, so it would have to save/restore the cursor position (to avoid confusing ncurses). Keep in mind that ncurses has set the terminal to raw mode, so that part of the initialization would not be needed.

How to set a scroll in a comboboxtext

When I use comboboxtext with a lot of options, I can see that there is no scroll. I can go up and down with the mouse, moving it or with the central button, but the typical scroll widget to move faster up and down does not appear anywhere.
How can I make the scroll widget appear in the options of the comboboxtext?
require 'gtk3'
Material2 = Gtk::ComboBoxText.new()
for i in (0..100)
string = "material " + i.to_s
Material2.append_text(string)
end
$MenuPrincipal = Gtk::Table.new(60, 60, true)
$MenuPrincipal.attach(Material2, 0, 60, 0, 10, $options, $options, 0, 0)
$window = Gtk::Window.new
$options = Gtk::AttachOptions::EXPAND | Gtk::AttachOptions::SHRINK
$window.add($MenuPrincipal)
$window.show_all
Gtk.main
Thanks in advance
You need to change (or add) line in the css style:
* {
-GtkComboBox-appears-as-list: 1;
}
If you don't have control over user's style see my answer about modifying labels' style from code (example is in python).
I have not found how to achieve it without modifying style but maybe there is some hidden gem in ruby bindings.

Pygame: importing fonts causes game to stall [duplicate]

Is there a way I can display text on a pygame window using python?
I need to display a bunch of live information that updates and would rather not make an image for each character I need.
Can I blit text to the screen?
Yes. It is possible to draw text in pygame:
# initialize font; must be called after 'pygame.init()' to avoid 'Font not Initialized' error
myfont = pygame.font.SysFont("monospace", 15)
# render text
label = myfont.render("Some text!", 1, (255,255,0))
screen.blit(label, (100, 100))
You can use your own custom fonts by setting the font path using pygame.font.Font
pygame.font.Font(filename, size): return Font
example:
pygame.font.init()
font_path = "./fonts/newfont.ttf"
font_size = 32
fontObj = pygame.font.Font(font_path, font_size)
Then render the font using fontObj.render and blit to a surface as in veiset's answer above. :)
I have some code in my game that displays live score. It is in a function for quick access.
def texts(score):
font=pygame.font.Font(None,30)
scoretext=font.render("Score:"+str(score), 1,(255,255,255))
screen.blit(scoretext, (500, 457))
and I call it using this in my while loop:
texts(score)
There are 2 possibilities. In either case PyGame has to be initialized by pygame.init.
import pygame
pygame.init()
Use either the pygame.font module and create a pygame.font.SysFont or pygame.font.Font object. render() a pygame.Surface with the text and blit the Surface to the screen:
my_font = pygame.font.SysFont(None, 50)
text_surface = myfont.render("Hello world!", True, (255, 0, 0))
screen.blit(text_surface, (10, 10))
Or use the pygame.freetype module. Create a pygame.freetype.SysFont() or pygame.freetype.Font object. render() a pygame.Surface with the text or directly render_to() the text to the screen:
my_ft_font = pygame.freetype.SysFont('Times New Roman', 50)
my_ft_font.render_to(screen, (10, 10), "Hello world!", (255, 0, 0))
See also Text and font
Minimal pygame.font example: repl.it/#Rabbid76/PyGame-Text
import pygame
pygame.init()
window = pygame.display.set_mode((500, 150))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text = font.render('Hello World', True, (255, 0, 0))
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *window.get_size(), (128, 128, 128), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
for rect, color in tiles:
pygame.draw.rect(background, color, rect)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
window.blit(background, (0, 0))
window.blit(text, text.get_rect(center = window.get_rect().center))
pygame.display.flip()
pygame.quit()
exit()
Minimal pygame.freetype example: repl.it/#Rabbid76/PyGame-FreeTypeText
import pygame
import pygame.freetype
pygame.init()
window = pygame.display.set_mode((500, 150))
clock = pygame.time.Clock()
ft_font = pygame.freetype.SysFont('Times New Roman', 80)
background = pygame.Surface(window.get_size())
ts, w, h, c1, c2 = 50, *window.get_size(), (128, 128, 128), (64, 64, 64)
tiles = [((x*ts, y*ts, ts, ts), c1 if (x+y) % 2 == 0 else c2) for x in range((w+ts-1)//ts) for y in range((h+ts-1)//ts)]
for rect, color in tiles:
pygame.draw.rect(background, color, rect)
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
window.blit(background, (0, 0))
text_rect = ft_font.get_rect('Hello World')
text_rect.center = window.get_rect().center
ft_font.render_to(window, text_rect.topleft, 'Hello World', (255, 0, 0))
pygame.display.flip()
pygame.quit()
exit()
I wrote a wrapper, that will cache text surfaces, only re-render when dirty. googlecode/ninmonkey/nin.text/demo/
I wrote a TextBox class. It can use many custom fonts relatively easily and specify colors.
I wanted to have text in several places on the screen, some of which would update such as lives, scores (of all players) high score, time passed and so on.
Firstly, I created a fonts folder in the project and loaded in the fonts I wanted to use. As an example, I had 'arcade.ttf' in my fots folder. When making an instance of the TextBox, I could specify that font using the fontlocation (optional) arg.
e.g.
self.game_over_text = TextBox("GAME OVER", 100, 80, 420, RED, 'fonts/arcade.ttf')
I found making the text and updating it each time "clunky" so my solution was an update_text method.
For example, updating the Player score:
self.score1_text.update_text(f'{self.p1.score}')
It could be refactored to accept a list of str, but it suited my needs for coding a version of "S
# -*- coding: utf-8 -*-
'''
#author: srattigan
#date: 22-Mar-2022
#project: TextBox class example
#description: A generic text box class
to simplify text objects in PyGame
Fonts can be downloaded from
https://www.dafont.com/
and other such sites.
'''
# imports
import pygame
# initialise and globals
WHITE = (255, 255, 255)
pygame.font.init() # you have to call this at the start
class TextBox:
'''
A text box class to simplify creating text in pygame
'''
def __init__(self, text, size, x=50, y=50, color=WHITE, fontlocation=None):
'''
Constuctor
text: str, the text to be displayed
size: int, the font size
x: int, x-position on the screen
y: int, y-position on the screen
color: tuple of int representing color, default is (255,255,255)
fontlocation: str, location of font file. If None, default system font is used.
'''
pygame.font.init()
self.text = text
self.size = size
self.color = color
self.x = x
self.y = y
if fontlocation == None:
self.font = pygame.font.SysFont('Arial', self.size)
else:
self.font = pygame.font.Font(fontlocation, self.size)
def draw(self, screen):
'''
Draws the text box to the screen passed.
screen: a pygame Surface object
'''
text_surface = self.font.render(f'{self.text}', False, self.color)
screen.blit(text_surface, [self.x, self.y])
def update_text(self, new_text):
'''
Modifier- Updates the text variable in the textbox instance
new_text: str, the updated str for the instance.
'''
if not isinstance(new_text, str):
raise TypeError("Invalid type for text object")
self.text = new_text
def set_position(self, x, y):
'''
Modifier- change or set the position of the txt box
x: int, x-position on the screen
y: int, y-position on the screen
'''
self.x = x
self.y = y
def __repr__(self):
rep = f'TextBox instance, \n\ttext: {self.text} \n\tFontFamly:{self.font} \n\tColor: {self.color} \n\tSize: {self.size} \n\tPos: {self.x, self.y}'
return rep
if __name__ == "__main__":
test = TextBox("Hello World", 30, 30, 30)
print(test)
To use this in my Game class
from textbox import TextBox
and in the initialisation part of the game, something like this:
self.time_text = TextBox("Time Left: 100", 20, 20, 40)
self.cred_text = TextBox("created by Sean R.", 15, 600, 870)
self.score1_text = TextBox("0", 100, 40, 650)
self.score2_text = TextBox("0", 100, 660, 650)
self.lives1_text = TextBox("[P1] Lives: 3", 20, 40, 750)
self.lives2_text = TextBox("[P2] Lives: 3", 20, 660, 750)
self.game_over_text = TextBox("GAME OVER", 100, 80, 420, RED)
self.textbox_list = []
self.textbox_list.append(self.time_text)
self.textbox_list.append(self.cred_text)
self.textbox_list.append(self.score1_text)
self.textbox_list.append(self.score2_text)
self.textbox_list.append(self.lives1_text)
self.textbox_list.append(self.lives2_text)
so that when I want to draw all on the screen:
for txt in self.textbox_list:
txt.draw(screen)
In the update section of the game, I only update directly the boxes that have updated text using the update_text method- if there is nothing to be updated, the text stays the same.
I wrote a TextElement class to handle text placement. It's still has room for improvement. One thing to improve is to add fallback fonts using SysFont in case the font asset isn't available.
import os
from typing import Tuple, Union
from pygame.font import Font
from utils.color import Color
class TextElement:
TEXT_SIZE = 50
def __init__(self, surface, size=TEXT_SIZE, color=Color('white'), font_name='Kanit-Medium') -> None:
self.surface = surface
self._font_name = font_name
self._size = size
self.color = color
self.font = self.__initialize_font()
#property
def font_name(self):
return self._font_name
#font_name.setter
def font_name(self, font_name):
self._font_name = font_name
self.font = self.__initialize_font()
#font_name.deleter
def font_name(self):
del self._font_name
#property
def size(self):
return self._size
#size.setter
def size(self, size):
self._size = size
self.font = self.__initialize_font()
#size.deleter
def size(self):
del self._size
def write(self, text: str, coordinates: Union[str, Tuple[int, int]] = 'center'):
rendered_text = self.font.render(text, True, self.color)
if isinstance(coordinates, str):
coordinates = self.__calculate_alignment(rendered_text, coordinates)
self.surface.blit(rendered_text, coordinates)
return self
def __calculate_alignment(self, rendered_text, alignment):
# https://www.pygame.org/docs/ref/surface.html#pygame.Surface.get_rect
# Aligns rendered_text to the surface at the given alignment position
# e.g: rendered_text.get_rect(center=self.surface.get_rect().center)
alignment_coordinates = getattr(self.surface.get_rect(), alignment)
return getattr(rendered_text, 'get_rect')(**{alignment: alignment_coordinates}).topleft
def __initialize_font(self):
return Font(os.path.join(
'assets', 'fonts', f'{self._font_name}.ttf'), self._size)
Here is how you can use it:
TextElement(self.screen, 80).write('Hello World!', 'midtop')
TextElement(self.screen).write('Hello World 2!', (250, 100))
# OR
text = TextElement(self.screen, 80)
text.size = 100
text.write('Bigger text!', (25, 50))
text.write('Bigger text!', 'midbottom')
I hope this can help someone! Cheers!

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