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OpticUI.py
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OpticUI.py
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# OpticUI 1.0
# Copyright Paul-E andOpticos Studios 2020
import PIL, os
from PIL import ImageFilter as ImageFilterOrig
from PIL import Image
from winreg import *
import imtools, ctypes
# from io import BytesIO
# import cairosvg
pygame = None
WIDTH, HEIGHT = 0, 0
ppi = 0
icon_pack_path = None
asset_dir = ""
icons = {}
def hex_to_rgb(value):
value = value.lstrip('#')
lv = len(value)
return tuple(int(value[i:i + lv // 3], 16) for i in range(0, lv, lv // 3))
def get_color():
"""
Return the Windows 10 accent color used by the user in a HEX format
"""
try:
# Open the registry
registry = ConnectRegistry(None, HKEY_CURRENT_USER)
# Navigate to the key that contains the accent color info
# key = OpenKey(registry, r'SOFTWARE\Microsoft\Windows\DWM')
# key_value = QueryValueEx(key,'AccentColor')
key = OpenKey(registry, r'SOFTWARE\Microsoft\Windows\CurrentVersion\Explorer\Accent')
key_value = QueryValueEx(key, 'StartColorMenu')
key_value2 = QueryValueEx(key, 'AccentPalette')
value = key_value2[0]
import codecs
c = codecs.encode(value, "hex")
bins = str(" ".join([hex(ch)[2:] for ch in value])).split(" ")
bins = [b + "0" if b == "0" else b for b in bins]
# print(bins[0] + bins[1] + bins[2])
color = 4
color = color * 3
rgb = list(hex_to_rgb('#' + bins[color] + bins[color + 1] + bins[color + 2]))
rgb = rgb[:3]
if len(rgb) > 3:
rgb = [rgb[0], rgb[1], rgb[2]]
if rgb[0] < 0 or rgb[0] > 255 or rgb[1] < 0 or rgb[1] > 255 or rgb[2] < 0 or rgb[2] > 255:
rgb = [0, 150, 150]
# Make the color lighter if needed
lightness = int((rgb[0] + rgb[1] + rgb[2]) / 3)
if lightness < 30:
rgb = [0, 150, 150]
return rgb
# Junk code
"""
# Convert the interger to Hex and remove its offset
accent_int = key_value[0]
accent_hex = hex(accent_int + 4278190080) # Remove FF offset and convert to HEX again
accent_hex = str(accent_hex)[5:] # -1] #Remove prefix and suffix
accent = accent_hex[4:6] + accent_hex[2:4] + accent_hex[0:2]
rgb = hex_to_rgb('#' + accent)
rgb = rgb[:2]
print(1, rgb)
if rgb[0] < 0 or rgb[0] > 255 or rgb[1] < 0 or rgb[1] > 255 or rgb[2] < 0 or rgb[2] > 255:
rgb = [0, 200, 200]
print(2, rgb)
return rgb
"""
except:
print("failing")
return [0, 200, 200]
def set_icons(iconpack_path):
global icon_pack_path, icons
icon_pack_path = iconpack_path
icons = {}
for root, dirs, files in os.walk(icon_pack_path):
for file in files:
full = os.path.join(root, file)
icons.update({file: full})
def icon_path(name, spec=None):
filename = None # "assets/chat.png"
name = name.lower()
names = None
n = 0
if " " in name:
names = name.split(" ")
name = names[0]
name = name.lower()
elif "." in name:
names = name.split(".")
name = names[0]
name = name.lower()
# name = name.replace(" ", "-")
if names == None:
names = [name]
for name in names:
for f in icons:
full = icons[f]
files = f[:-4].split("-")
if str(name) == str(f)[:-4].lower():
filename = full
break
elif str(name) == str(f).lower():
filename = full
break
elif str(name) == files[0]:
filename = full
elif name in full:
if spec == None:
filename = full
break
else:
if spec in full:
filename = full
break
if filename != None:
break
if filename != None:
break
if filename == None:
filename = "link.png"
if name == "":
filename = "link.png"
try:
if filename.endswith(".svg") == True:
pass
# out = BytesIO()
# cairosvg.svg2png(url=filename, write_to=out)
# imager = Image.open(out)
else:
try:
imager = Image.open(filename)
except:
with open(filename) as f:
reader = f.read()
if ".png" in reader:
filename = os.path.dirname(filename) + "\\" + reader
#imager = Image.open(filename)
else:
#imager = Image.open(asset_dir + "link.png")
filename = asset_dir + "link.png"
return filename#imager
except:
#imager = Image.open(asset_dir + "link.png")
return asset_dir + "link.png"#imager
return asset_dir + "link.png"
def icon(name, spec=None):
filename = None # "assets/chat.png"
name = name.lower()
names = None
n = 0
if " " in name:
names = name.split(" ")
name = names[0]
name = name.lower()
elif "." in name:
names = name.split(".")
name = names[0]
name = name.lower()
# name = name.replace(" ", "-")
if names == None:
names = [name]
for name in names:
for f in icons:
full = icons[f]
files = f[:-4].split("-")
if str(name) == str(f)[:-4].lower():
filename = full
break
elif str(name) == str(f).lower():
filename = full
break
elif str(name) == files[0]:
filename = full
elif name in full:
if spec == None:
filename = full
break
else:
if spec in full:
filename = full
break
if filename != None:
break
if filename != None:
break
if filename == None:
filename = "link.png"
if name == "":
filename = "link.png"
try:
if filename.endswith(".svg") == True:
pass
# out = BytesIO()
# cairosvg.svg2png(url=filename, write_to=out)
# imager = Image.open(out)
else:
try:
imager = Image.open(filename)
except:
with open(filename) as f:
reader = f.read()
if ".png" in reader:
filename = os.path.dirname(filename) + "\\" + reader
imager = Image.open(filename)
else:
imager = Image.open(asset_dir + "link.png")
return imager
except:
imager = Image.open(asset_dir + "link.png")
return imager
return img
def pygame_icon(name, spec=None):
filename = None # "assets/chat.png"
name = name.lower()
names = None
n = 0
if " " in name:
names = name.split(" ")
name = names[0]
name = name.lower()
elif "." in name:
names = name.split(".")
name = names[0]
name = name.lower()
# name = name.replace(" ", "-")
if names == None:
names = [name]
for name in names:
for f in icons:
full = icons[f]
files = f[:-4].split("-")
if str(name) == str(f)[:-4].lower():
filename = full
break
elif str(name) == str(f).lower():
filename = full
break
elif str(name) == files[0]:
filename = full
elif name in full:
if spec == None:
filename = full
break
else:
if spec in full:
filename = full
break
if filename != None:
break
if filename != None:
break
if filename == None or filename == "":
filename = asset_dir + "\\link.png"
try:
try:
imager = pygame.image.load(filename).convert_alpha()
except:
with open(filename) as f:
reader = f.read()
if ".png" in reader:
filename = os.path.dirname(filename) + "\\" + reader
imager = pygame.image.load(filename).convert_alpha()
else:
imager = pygame.image.load(asset_dir + "\\link.png").convert_alpha()
return imager
except:
imager = pygame.image.load(asset_dir + "\\link.png").convert_alpha()
return imager
def iris(canvas, pos, size, tint, radius=10, shadow_enabled=True, shadow_size=0.08, alpha=255):
intensity = int((alpha / 255) * 30)
s = pygame.Surface(size)
s.blit(canvas, [0, 0], [pos[0], pos[1], size[0], size[1]])
pygame.gfxdraw.filled_polygon(s, [[0, 0], [size[0], 0], size, [0, size[1]]], tint + [intensity])
rad = radius
b = pygame.image.tostring(s, "RGBA", False)
b = PIL.Image.frombytes("RGBA", size, b)
b = b.filter(PIL.ImageFilter.GaussianBlur(radius=int(rad)))
b = pygame.image.frombuffer(b.tobytes(), b.size, b.mode).convert()
b.set_alpha(alpha)
if shadow_enabled == True:
w_expand = (size[0] / size[1]) - 1
if w_expand == 0:
w_expand = 1
shade = pygame.transform.scale(shadow, [size[0] + 2 * w(shadow_size * w_expand),
size[1] + 2 * h(shadow_size)])
shadow_alpha = int((alpha / 255) * 150)
shade.set_alpha(shadow_alpha)
canvas.blit(shade, [pos[0] - w(shadow_size * w_expand),
pos[1] - h(shadow_size)])
canvas.blit(b, pos)
def iris_light(canvas, pos, size, tint, radius=10, shadow_enabled=True, shadow_size=0.08, alpha=255):
intensity = int((alpha / 255) * 30)
size = [int(size[0]), int(size[1])]
resolution = 30 # percentage of pixels to use for blur
s = pygame.Surface(size) # , pygame.SRCALPHA)
s.blit(canvas, [0, 0], [pos[0], pos[1], size[0], size[1]])
s = pygame.transform.rotozoom(s, 0, (resolution / 100.0) * 1)
size2 = s.get_size()
pygame.gfxdraw.filled_polygon(s, [[0, 0], [size2[0], 0], size2, [0, size2[1]]], tint + [intensity])
rad = radius
b = pygame.image.tostring(s, "RGBA", False)
b = PIL.Image.frombytes("RGBA", size2, b)
b = replace_color(b, [0, 0, 0], [255, 0, 0])
b = b.filter(PIL.ImageFilter.GaussianBlur(radius=int(rad)))
b = pygame.image.frombuffer(b.tobytes(), b.size, b.mode).convert_alpha()
if shadow_enabled == True:
w_expand = (size[0] / size[1]) - 1
if w_expand == 0:
w_expand = 1
shade = pygame.transform.scale(shadow, [size[0] + 2 * w(shadow_size * w_expand),
size[1] + 2 * h(shadow_size)])
shadow_alpha = int((alpha / 255) * 150)
shade.set_alpha(shadow_alpha)
canvas.blit(shade, [pos[0] - w(shadow_size * w_expand),
pos[1] - h(shadow_size)])
# b = pygame.transform.rotozoom(b, 0, (100.0 / resolution) * 1)
b = pygame.transform.scale(b, size)
b.set_alpha(alpha)
canvas.blit(b, pos) # , special_flags=pygame.BLEND_RGBA_BLEND)
fancy = True
mode = "dark"
def set_blur(blur_on):
global fancy
fancy = blur_on
def toggle_quality():
global fancy
if fancy == True:
fancy = False
else:
fancy = True
def toggle_mode():
global mode
if mode == "light":
mode = "dark"
else:
mode = "light"
def iris2(canvas, pos, size, tint, radius=10, shadow_enabled=True, rounded=0, shadow_size=0.08, alpha=255,
resolution=20, anti_glitch=False):
global fancy, mode
intensity = int((alpha / 255) * 30)
if intensity > 255:
intensity = 255
elif intensity < 0:
intensity = 0
size = [int(size[0]), int(size[1])]
if fancy == False:
tnt = list(pygame.transform.average_color(canvas, [0, 0, 50, 50]))[:3]
resolution = resolution # percentage of pixels per inch to use. If one inch is 300 pixels, use 150 is var is set to 50%
r = (resolution / 100.0) * inch2pix(1)
inches_w = size[0] / inch2pix(1)
r2 = inches_w * r
resolution = (r2 / size[0]) * 100
smooth_pad = 0
if anti_glitch == True:
smooth_pad = 5
if fancy == False:
smooth_pad = 0
s = pygame.Surface([size[0] + int(2 * smooth_pad), size[1] + int(2 * smooth_pad)]) # , pygame.SRCALPHA)
if fancy == True:
s.blit(canvas, [0, 0], [pos[0] - smooth_pad, pos[1] - smooth_pad, size[0] + smooth_pad * 2,
size[1] + smooth_pad * 2]) # , special_flags=pygame.BLEND_RGBA_ADD)
s = pygame.transform.rotozoom(s, 0, (resolution / 100.0) * 1)
size2 = s.get_size()
if tint != False:
pygame.gfxdraw.filled_polygon(s, [[0, 0], [size2[0], 0], size2, [0, size2[1]]], tint + [intensity])
if mode == "light":
pygame.gfxdraw.filled_polygon(s, [[0, 0], [size2[0], 0], size2, [0, size2[1]]],
[255, 255, 255] + [int(70 * (alpha / 255))])
rad = radius
b = pygame.image.tostring(s, "RGBA", False)
b = PIL.Image.frombytes("RGBA", size2, b)
# b = replace_color(b, [0, 0, 0], [255, 0, 0])
b = b.filter(PIL.ImageFilter.GaussianBlur(radius=int(rad)))
# b = b.crop((smooth_pad, smooth_pad, size2[0] - smooth_pad, size2[1] - smooth_pad))
# maxsize = (size)
# b.thumbnail(maxsize, PIL.Image.ANTIALIAS)
if size[0] <= 0:
size[0] = 1
if size[1] <= 0:
size[1] = 1
b = b.resize(size)
if rounded != 0:
b = imtools.round_image(b, {}, False, None, rounded, 255, back_color="#00000000")
b = pygame.image.frombuffer(b.tobytes(), b.size, b.mode).convert_alpha()
else:
pass
"""
s.blit(canvas, [0, 0], [pos[0], pos[1], size[0], size[1]])
size2 = size
pygame.gfxdraw.filled_polygon(s, [[0, 0], [size2[0], 0], size2, [0, size2[1]]], tint + [200])
b = s
"""
# pygame.draw.rect(canvas, [0, 200, 0], [pos[0], pos[1], size[0], size[1]])
if shadow_enabled == True:
shadow_default = inch2pix(0.1)
shadow_width = int(shadow_default * shadow_size)
# Corners
shadow_alpha = int((alpha / 255) * 150)
s_cornera = s_corner.copy()
s_cornera.set_alpha(shadow_alpha)
scaled_corner = pygame.transform.scale(s_cornera, [shadow_width, shadow_width])
# TR
canvas.blit(scaled_corner, [pos[0] - shadow_width, pos[1] - shadow_width])
# TL
canvas.blit(pygame.transform.rotate(scaled_corner, -90), [pos[0] + size[0], pos[1] - shadow_width])
# BR
canvas.blit(pygame.transform.rotate(scaled_corner, -180), [pos[0] + size[0], pos[1] + size[1]])
# BL
canvas.blit(pygame.transform.rotate(scaled_corner, 90), [pos[0] - shadow_width, pos[1] + size[1]])
# edges
s_edgea = s_edge.copy()
s_edgea.set_alpha(shadow_alpha)
# R
scaled_r = pygame.transform.scale(s_edgea, [shadow_width, size[1]])
canvas.blit(scaled_r, [pos[0] - shadow_width, pos[1]])
# T
rotated_t = pygame.transform.rotate(s_edgea, -90) # pygame.transform.rotozoom(s_edge, -90, 1)
canvas.blit(pygame.transform.scale(rotated_t, [size[0], shadow_width]), [pos[0], pos[1] - shadow_width])
# L
rotated_l = pygame.transform.flip(s_edgea, True, False)
canvas.blit(pygame.transform.scale(rotated_l, [shadow_width, size[1]]), [pos[0] + size[0], pos[1]])
# B
rotated_b = pygame.transform.rotate(s_edgea, 90)
canvas.blit(pygame.transform.scale(rotated_b, [size[0], shadow_width]), [pos[0], pos[1] + size[1]])
# b = pygame.transform.rotozoom(b, 0, (100.0 / resolution) * 1)
# if fancy == True:
# b = pygame.transform.scale(b, size)
if fancy == True:
b.set_alpha(alpha)
canvas.blit(b, pos) # , special_flags=pygame.BLEND_RGBA_ADD)
else:
"""
pygame.gfxdraw.filled_polygon(canvas, [pos,
[pos[0] + size[0], pos[1]],
[pos[0] + size[0], pos[1] + size[1]],
[pos[0], pos[1] + size[1]]], tint + [int(50 * (alpha / 255))])
"""
if mode == "light":
pygame.gfxdraw.filled_polygon(canvas, [pos,
[pos[0] + size[0], pos[1]],
[pos[0] + size[0], pos[1] + size[1]],
[pos[0], pos[1] + size[1]]],
[255, 255, 255] + [int(255 * (alpha / 255))])
else:
pygame.gfxdraw.filled_polygon(canvas, [pos,
[pos[0] + size[0], pos[1]],
[pos[0] + size[0], pos[1] + size[1]],
[pos[0], pos[1] + size[1]]],
[50, 50, 50] + [int(255 * (alpha / 255))])
"""
pygame.gfxdraw.filled_polygon(canvas, [pos,
[pos[0] + size[0], pos[1]],
[pos[0] + size[0], pos[1] + size[1]],
[pos[0], pos[1] + size[1]]], tnt + [int(100 * (alpha / 255))])
"""
def replace_color(img, color):
data = np.array(img)
red, green, blue, alpha = data.T
replaced_areas = (alpha != 0)
data[..., :][replaced_areas.T] = tuple(color + [255])
img2 = Image.fromarray(data)
return img2
def add_shadow(surface):
new_surf = pygame.Surface([surface.get_width() + 15, surface.get_height() + 15], pygame.SRCALPHA)
drop_shadow(new_surf, surface, [3, 3], alpha=80)
new_surf.blit(surface, [8, 8], special_flags=pygame.BLEND_RGBA_ADD)
return new_surf
def drop_shadow(canvas, surface, posit, radius=2, alpha=255, resolution=100):
global fancy, mode
intensity = int((alpha / 255) * 30)
if intensity > 255:
intensity = 255
elif intensity < 0:
intensity = 0
size = surface.get_size()
resolution = resolution # percentage of pixels per inch to use. If one inch is 300 pixels, use 150 is var is set to 50%
r = (resolution / 100.0) * inch2pix(1)
inches_w = size[0] / inch2pix(1)
r2 = inches_w * r
resolution = (r2 / size[0]) * 100
s = pygame.Surface([size[0] + int((100 / resolution) * radius * 3), size[1] + int((100 / resolution) * radius * 3)],
pygame.SRCALPHA)
s.blit(surface, [int((100 / resolution) * radius), int((100 / resolution) * radius)])
size = s.get_size()
s = pygame.transform.rotozoom(s, 0, (resolution / 100.0) * 1)
size2 = s.get_size()
rad = radius
b = pygame.image.tostring(s, "RGBA", False)
b = PIL.Image.frombytes("RGBA", size2, b)
b = replace_color(b, [0, 0, 0])
b = b.filter(PIL.ImageFilter.GaussianBlur(radius=int(rad)))
# b = b.crop((smooth_pad, smooth_pad, size2[0] - smooth_pad, size2[1] - smooth_pad))
if size[0] <= 0:
size[0] = 1
if size[1] <= 0:
size[1] = 1
b = b.resize(size)
b = pygame.image.frombuffer(b.tobytes(), b.size, b.mode).convert_alpha()
b.set_alpha(int(80 * (alpha / 255)))
canvas.blit(b, [posit[0] - int(int((100 / resolution) * (radius / 2))),
posit[1] - int((100 / resolution) * int(radius / 2))])
def noise(size, color, transparency, difference_range):
"""size, color, transparency (0-255), difference range"""
clear = pygame.Surface(size)
b = pygame.image.tostring(clear, "RGBA", False)
UI = PIL.Image.frombytes("RGBA", size, b)
UI = UI.convert("RGBA")
UIpix = UI.load()
for x in range(size[0]):
for y in range(size[1]):
random_color = [color[0] + random.randrange(-difference_range, difference_range),
color[1] + random.randrange(-difference_range, difference_range),
color[2] + random.randrange(-difference_range, difference_range), transparency]
if random_color[0] < 0 or random_color[0] > 255:
random_color[0] = color[0]
if random_color[1] < 0 or random_color[1] > 255:
random_color[1] = color[1]
if random_color[2] < 0 or random_color[2] > 255:
random_color[2] = color[2]
random_color = tuple(random_color)
UIpix[x, y] = random_color
UI = pygame.image.frombuffer(UI.tobytes(), UI.size, UI.mode).convert_alpha()
return UI
font_names = {}
class fakefont:
def __init__(self, font_name, font_size):
self.font = pygame.font.Font(font_name, font_size)
self.texts = {}
def render(self, text, alias, color):
if text not in self.texts:
text_surface = self.font.render(text, alias, color)
self.texts.update({text: text_surface})
return text_surface
else:
return self.texts[text]
font_scale = 1
def font(font_name, size):
global font_names
font_size = int(size * font_scale)
##print(font_names)
if font_name not in font_names:
font = fonter(font_name, font_size) # pygame.font.Font
##print("new name")
font_names.update({font_name: {font_size: font}})
elif font_name in font_names:
current_font_name = font_names[font_name]
if font_size not in current_font_name:
font = fonter(font_name, font_size) # pygame.font.Font
font_names[font_name].update({font_size: font})
##print("new_size_needed")
elif font_size in current_font_name:
##print("font_exists")
font = current_font_name[font_size]
return font
class iris_efficient:
def __init__(self):
self.last_image = None
def draw(self, canvas, pos, size, tint, radius=10, shadow_enabled=True, shadow_size=0.08, alpha=255):
iris_light(canvas, pos, size, tint, old_img, radius=10, shadow_enabled=True, shadow_size=0.08, alpha=255)
def update():
pass
scale = 1
def set_scale(scale_factor):
global scale
scale = scale_factor
def get_ppi():
# root = tkinter.Tk()
# root.withdraw()
ppi = 96
sysDpi = ctypes.windll.user32.GetDpiForSystem()
sf = sysDpi / 96 # root.winfo_id()) / 96
ppi *= sf
return ppi
def init(scale_mode): # , tk, tk_root):
global WIDTH, HEIGHT, scalemode, ppi, font_scale # , tkinter, root
# root = tk_root
# tkinter = tk
scalemode = scale_mode
ppi = get_ppi()
def start_graphics(pg, assets):
global s_edge, s_corner, pygame, asset_dir, fonter
pygame = pg
import pygame.gfxdraw
class fonter(pygame.font.Font):
font.bold = False
font.italic = False
pygame.display.init()
pygame.font.init()
asset_dir = assets
s_corner = pygame.image.load(asset_dir + "shadows/corner.png").convert_alpha()
s_edge = pygame.image.load(asset_dir + "shadows/edge.png").convert_alpha()
def set_size(size):
global WIDTH, HEIGHT, scalemode, ppi
WIDTH, HEIGHT = size[0], size[1]
def inch2pix(inches):
return int(ppi * inches * scale)
def h(proportion):
global WIDTH, HEIGHT
if scalemode == "dpi":
p = (proportion) * ppi * scale
elif scalemode == "stretch":
p = float(proportion) * (HEIGHT / 600.0)
return int(p)
def w(proportion):
global WIDTH, HEIGHT
if scalemode == "dpi":
p = (proportion) * ppi * scale
elif scalemode == "stretch":
p = float(proportion) * (WIDTH / 900.0)
return int(p)