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RGSX/display.py

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import pygame # type: ignore
import config
from utils import truncate_text_middle, wrap_text, load_system_image, truncate_text_end
import logging
import math
from history import load_history # Ajout de l'import
from language import _ # Import de la fonction de traduction
logger = logging.getLogger(__name__)
OVERLAY = None # Initialisé dans init_display()
# Couleurs modernes pour le thème
THEME_COLORS = {
# Fond des lignes sélectionnées
"fond_lignes": (0, 255, 0), # vert
# Fond par défaut des images de grille des systèmes
"fond_image": (50, 50, 70), # Bleu sombre métal
# Néon image grille des systèmes
"neon": (0, 134, 179), # bleu
# Dégradé sombre pour le fond
"background_top": (30, 40, 50),
"background_bottom": (60, 80, 100), # noir vers bleu foncé
# Fond des cadres
"button_idle": (50, 50, 70, 150), # Bleu sombre métal
# Fond des boutons sélectionnés dans les popups ou menu
"button_hover": (255, 0, 255, 220), # Rose
# Générique
"text": (255, 255, 255), # blanc
# Erreur
"error_text": (255, 0, 0), # rouge
# Avertissement
"warning_text": (255, 100, 0), # orange
# Titres
"title_text": (200, 200, 200), # gris clair
# Bordures
"border": (150, 150, 150), # Bordures grises subtiles
}
# Général, résolution, overlay
def init_display():
"""Initialise l'écran et les ressources globales."""
global OVERLAY
logger.debug("Initialisation de l'écran")
display_info = pygame.display.Info()
screen_width = display_info.current_w
screen_height = display_info.current_h
screen = pygame.display.set_mode((screen_width, screen_height))
config.screen_width = screen_width
config.screen_height = screen_height
# Initialisation de OVERLAY
OVERLAY = pygame.Surface((screen_width, screen_height), pygame.SRCALPHA)
OVERLAY.fill((0, 0, 0, 150)) # Transparence augmentée
logger.debug(f"Écran initialisé avec résolution : {screen_width}x{screen_height}")
return screen
# Fond d'écran dégradé
def draw_gradient(screen, top_color, bottom_color):
"""Dessine un fond dégradé vertical avec des couleurs vibrantes."""
height = screen.get_height()
top_color = pygame.Color(*top_color)
bottom_color = pygame.Color(*bottom_color)
for y in range(height):
ratio = y / height
color = top_color.lerp(bottom_color, ratio)
pygame.draw.line(screen, color, (0, y), (screen.get_width(), y))
# Nouvelle fonction pour dessiner un bouton stylisé
def draw_stylized_button(screen, text, x, y, width, height, selected=False):
"""Dessine un bouton moderne avec effet de survol et bordure arrondie."""
button_surface = pygame.Surface((width, height), pygame.SRCALPHA)
button_color = THEME_COLORS["button_hover"] if selected else THEME_COLORS["button_idle"]
pygame.draw.rect(button_surface, button_color, (0, 0, width, height), border_radius=12)
pygame.draw.rect(button_surface, THEME_COLORS["border"], (0, 0, width, height), 2, border_radius=12)
if selected:
glow_surface = pygame.Surface((width + 10, height + 10), pygame.SRCALPHA)
pygame.draw.rect(glow_surface, THEME_COLORS["fond_lignes"] + (50,), (5, 5, width, height), border_radius=12)
screen.blit(glow_surface, (x - 5, y - 5))
screen.blit(button_surface, (x, y))
text_surface = config.font.render(text, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(x + width // 2, y + height // 2))
screen.blit(text_surface, text_rect)
# Transition d'image lors de la sélection d'un système
def draw_validation_transition(screen, platform_index):
"""Affiche une animation de transition fluide pour la sélection dune plateforme."""
platform_dict = config.platform_dicts[platform_index]
image = load_system_image(platform_dict)
if not image:
return
# Dimensions originales et calcul du ratio pour préserver les proportions
orig_width, orig_height = image.get_width(), image.get_height()
base_size = int(config.screen_width * 0.0781) # ~150px pour 1920p
ratio = min(base_size / orig_width, base_size / orig_height) # Maintenir les proportions
base_width = int(orig_width * ratio)
base_height = int(orig_height * ratio)
# Paramètres de l'animation
start_time = pygame.time.get_ticks()
duration = 1000 # Durée augmentée à 1 seconde
fps = 60
frame_time = 1000 / fps # Temps par frame en ms
while pygame.time.get_ticks() - start_time < duration:
# Fond dégradé
draw_gradient(screen, THEME_COLORS["background_top"], THEME_COLORS["background_bottom"])
# Calcul de l'échelle avec une courbe sinusoïdale pour une transition fluide
elapsed = pygame.time.get_ticks() - start_time
progress = elapsed / duration
# Courbe sinusoïdale pour une montée/descente douce
scale = 1.5 + 1.0 * math.sin(math.pi * progress) # Échelle de 1.5 à 2.5
new_width = int(base_width * scale)
new_height = int(base_height * scale)
# Redimensionner l'image en préservant les proportions
scaled_image = pygame.transform.smoothscale(image, (new_width, new_height))
image_rect = scaled_image.get_rect(center=(config.screen_width // 2, config.screen_height // 2))
# Effet de fondu (opacité de 50% à 100% puis retour à 50%)
alpha = int(128 + 127 * math.cos(math.pi * progress)) # Opacité entre 128 et 255
scaled_image.set_alpha(alpha)
# Effet de glow néon pour l'image sélectionnée
neon_color = THEME_COLORS["neon"] # Cyan vif
padding = 24
neon_surface = pygame.Surface((new_width + 2 * padding, new_height + 2 * padding), pygame.SRCALPHA)
pygame.draw.rect(neon_surface, neon_color + (40,), neon_surface.get_rect(), border_radius=24)
pygame.draw.rect(neon_surface, neon_color + (100,), neon_surface.get_rect().inflate(-10, -10), border_radius=18)
screen.blit(neon_surface, (image_rect.left - padding, image_rect.top - padding), special_flags=pygame.BLEND_RGBA_ADD)
# Afficher l'image
screen.blit(scaled_image, image_rect)
pygame.display.flip()
# Contrôler la fréquence de rendu
pygame.time.wait(int(frame_time))
# Afficher l'image finale sans effet pour une transition propre
draw_gradient(screen, THEME_COLORS["background_top"], THEME_COLORS["background_bottom"])
final_image = pygame.transform.smoothscale(image, (base_width, base_height))
final_image.set_alpha(255) # Opacité complète
final_rect = final_image.get_rect(center=(config.screen_width // 2, config.screen_height // 2))
screen.blit(final_image, final_rect)
pygame.display.flip()
# Écran de chargement
def draw_loading_screen(screen):
"""Affiche lécran de chargement avec un style moderne."""
disclaimer_lines = [
_("welcome_message"),
_("disclaimer_line1"),
_("disclaimer_line2"),
_("disclaimer_line3"),
_("disclaimer_line4"),
_("disclaimer_line5"),
]
margin_horizontal = int(config.screen_width * 0.025)
padding_vertical = int(config.screen_height * 0.0185)
padding_between = int(config.screen_height * 0.0074)
border_radius = 16
border_width = 3
shadow_offset = 6
line_height = config.small_font.get_height() + padding_between
total_height = line_height * len(disclaimer_lines) - padding_between
rect_width = config.screen_width - 2 * margin_horizontal
rect_height = total_height + 2 * padding_vertical
rect_x = margin_horizontal
rect_y = int(config.screen_height * 0.0185)
shadow_rect = pygame.Rect(rect_x + shadow_offset, rect_y + shadow_offset, rect_width, rect_height)
shadow_surface = pygame.Surface((rect_width, rect_height), pygame.SRCALPHA)
pygame.draw.rect(shadow_surface, (0, 0, 0, 100), shadow_surface.get_rect(), border_radius=border_radius)
screen.blit(shadow_surface, shadow_rect.topleft)
disclaimer_rect = pygame.Rect(rect_x, rect_y, rect_width, rect_height)
disclaimer_surface = pygame.Surface((rect_width, rect_height), pygame.SRCALPHA)
pygame.draw.rect(disclaimer_surface, THEME_COLORS["button_idle"], disclaimer_surface.get_rect(), border_radius=border_radius)
screen.blit(disclaimer_surface, disclaimer_rect.topleft)
pygame.draw.rect(screen, THEME_COLORS["border"], disclaimer_rect, border_width, border_radius=border_radius)
max_text_width = rect_width - 2 * padding_vertical
for i, line in enumerate(disclaimer_lines):
wrapped_lines = wrap_text(line, config.small_font, max_text_width)
for j, wrapped_line in enumerate(wrapped_lines):
text_surface = config.small_font.render(wrapped_line, True, THEME_COLORS["title_text"])
text_rect = text_surface.get_rect(center=(
config.screen_width // 2,
rect_y + padding_vertical + (i * len(wrapped_lines) + j + 0.5) * line_height - padding_between // 2
))
screen.blit(text_surface, text_rect)
loading_y = rect_y + rect_height + int(config.screen_height * 0.0926)
text = config.small_font.render(truncate_text_middle(f"{config.current_loading_system}", config.small_font, config.screen_width - 2 * margin_horizontal), True, THEME_COLORS["text"])
text_rect = text.get_rect(center=(config.screen_width // 2, loading_y))
screen.blit(text, text_rect)
progress_text = config.small_font.render(_("loading_progress").format(int(config.loading_progress)), True, THEME_COLORS["text"])
progress_rect = progress_text.get_rect(center=(config.screen_width // 2, loading_y + int(config.screen_height * 0.0463)))
screen.blit(progress_text, progress_rect)
bar_width = int(config.screen_width * 0.2083)
bar_height = int(config.screen_height * 0.037)
progress_width = (bar_width * config.loading_progress) / 100
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (config.screen_width // 2 - bar_width // 2, loading_y + int(config.screen_height * 0.0926), bar_width, bar_height), border_radius=8)
pygame.draw.rect(screen, THEME_COLORS["fond_lignes"], (config.screen_width // 2 - bar_width // 2, loading_y + int(config.screen_height * 0.0926), progress_width, bar_height), border_radius=8)
# Écran d'erreur
def draw_error_screen(screen):
"""Affiche lécran derreur avec un style moderne."""
wrapped_message = wrap_text(config.error_message, config.small_font, config.screen_width - 80)
line_height = config.small_font.get_height() + 5
text_height = len(wrapped_message) * line_height
button_height = int(config.screen_height * 0.0463)
margin_top_bottom = 20
rect_height = text_height + button_height + 2 * margin_top_bottom
max_text_width = max([config.small_font.size(line)[0] for line in wrapped_message], default=300)
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
screen.blit(OVERLAY, (0, 0))
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(wrapped_message):
text = config.small_font.render(line, True, THEME_COLORS["error_text"])
text_rect = text.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text, text_rect)
draw_stylized_button(screen, _("button_validate"), rect_x + rect_width // 2 - 80, rect_y + text_height + margin_top_bottom, 160, button_height, selected=True)
# Récupérer les noms d'affichage des contrôles
def get_control_display(action, default):
"""Récupère le nom d'affichage d'une action depuis controls_config."""
if not config.controls_config:
logger.warning(f"controls_config vide pour l'action {action}, utilisation de la valeur par défaut")
return default
control_config = config.controls_config.get(action, {})
control_type = control_config.get('type', '')
# Générer le nom d'affichage basé sur la configuration réelle
if control_type == 'key':
key_code = control_config.get('key')
key_names = {
pygame.K_RETURN: "Entrée",
pygame.K_BACKSPACE: "Retour",
pygame.K_UP: "",
pygame.K_DOWN: "",
pygame.K_LEFT: "",
pygame.K_RIGHT: "",
pygame.K_SPACE: "Espace",
pygame.K_DELETE: "Suppr",
pygame.K_PAGEUP: "PgUp",
pygame.K_PAGEDOWN: "PgDn",
pygame.K_p: "P",
pygame.K_h: "H",
pygame.K_f: "F",
pygame.K_x: "X"
}
return key_names.get(key_code, chr(key_code) if 32 <= key_code <= 126 else f"Key{key_code}")
elif control_type == 'button':
button_id = control_config.get('button')
button_names = {
0: "A", 1: "B", 2: "X", 3: "Y",
4: "LB", 5: "RB", 6: "Select", 7: "Start"
}
return button_names.get(button_id, f"Btn{button_id}")
elif control_type == 'hat':
hat_value = control_config.get('value', (0, 0))
hat_names = {
(0, 1): "D↑", (0, -1): "D↓",
(-1, 0): "D←", (1, 0): "D→"
}
return hat_names.get(tuple(hat_value) if isinstance(hat_value, list) else hat_value, "D-Pad")
elif control_type == 'axis':
axis_id = control_config.get('axis')
direction = control_config.get('direction')
axis_names = {
(0, -1): "J←", (0, 1): "J→",
(1, -1): "J↑", (1, 1): "J↓"
}
return axis_names.get((axis_id, direction), f"Joy{axis_id}")
# Fallback vers l'ancien système ou valeur par défaut
return control_config.get('display', default)
# Cache pour les images des plateformes
platform_images_cache = {}
# Grille des systèmes 3x3
def draw_platform_grid(screen):
"""Affiche la grille des plateformes avec un style moderne et fluide."""
global platform_images_cache
if not config.platforms or config.selected_platform >= len(config.platforms):
platform_name = _("platform_no_platform")
logger.warning("Aucune plateforme ou selected_platform hors limites")
else:
platform = config.platforms[config.selected_platform]
platform_name = config.platform_names.get(platform, platform)
# Affichage du titre avec animation subtile
title_text = f"{platform_name}"
title_surface = config.title_font.render(title_text, True, THEME_COLORS["text"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, title_surface.get_height() // 2 + 20))
title_rect_inflated = title_rect.inflate(60, 30)
title_rect_inflated.topleft = ((config.screen_width - title_rect_inflated.width) // 2, 10)
# Effet de pulsation subtil pour le titre - calculé une seule fois par frame
current_time = pygame.time.get_ticks()
pulse_factor = 0.05 * (1 + math.sin(current_time / 500))
title_glow = pygame.Surface((title_rect_inflated.width + 10, title_rect_inflated.height + 10), pygame.SRCALPHA)
pygame.draw.rect(title_glow, THEME_COLORS["neon"] + (int(40 * pulse_factor),),
title_glow.get_rect(), border_radius=14)
screen.blit(title_glow, (title_rect_inflated.left - 5, title_rect_inflated.top - 5))
pygame.draw.rect(screen, THEME_COLORS["button_idle"], title_rect_inflated, border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], title_rect_inflated, 2, border_radius=12)
screen.blit(title_surface, title_rect)
# Configuration de la grille - calculée une seule fois
margin_left = int(config.screen_width * 0.026)
margin_right = int(config.screen_width * 0.026)
margin_top = int(config.screen_height * 0.140)
margin_bottom = int(config.screen_height * 0.0648)
num_cols = 3
num_rows = 4
systems_per_page = num_cols * num_rows
available_width = config.screen_width - margin_left - margin_right
available_height = config.screen_height - margin_top - margin_bottom
col_width = available_width // num_cols
row_height = available_height // num_rows
x_positions = [margin_left + col_width * i + col_width // 2 for i in range(num_cols)]
y_positions = [margin_top + row_height * i + row_height // 2 for i in range(num_rows)]
# Affichage des indicateurs de page si nécessaire
total_pages = (len(config.platforms) + systems_per_page - 1) // systems_per_page
if total_pages > 1:
page_indicator_text = _("platform_page").format(config.current_page + 1, total_pages)
page_indicator = config.small_font.render(page_indicator_text, True, THEME_COLORS["text"])
page_rect = page_indicator.get_rect(center=(config.screen_width // 2, config.screen_height - margin_bottom // 2))
screen.blit(page_indicator, page_rect)
# Calculer une seule fois la pulsation pour les éléments sélectionnés
pulse = 0.1 * math.sin(current_time / 300)
glow_intensity = 40 + int(30 * math.sin(current_time / 300))
# Pré-calcul des images pour optimiser le rendu
start_idx = config.current_page * systems_per_page
for idx in range(start_idx, start_idx + systems_per_page):
if idx >= len(config.platforms):
break
grid_idx = idx - start_idx
row = grid_idx // num_cols
col = grid_idx % num_cols
x = x_positions[col]
y = y_positions[row]
# Animation fluide pour l'item sélectionné
is_selected = idx == config.selected_platform
scale_base = 1.5 if is_selected else 1.0
scale = scale_base + pulse if is_selected else scale_base
platform_dict = config.platform_dicts[idx]
platform_id = platform_dict.get("platform", str(idx))
# Utiliser le cache d'images pour éviter de recharger/redimensionner à chaque frame
cache_key = f"{platform_id}_{scale:.2f}"
if cache_key not in platform_images_cache:
image = load_system_image(platform_dict)
if image:
orig_width, orig_height = image.get_width(), image.get_height()
max_size = int(min(col_width, row_height) * scale * 1.1) # Légèrement plus grand que la cellule
ratio = min(max_size / orig_width, max_size / orig_height)
new_width = int(orig_width * ratio)
new_height = int(orig_height * ratio)
scaled_image = pygame.transform.smoothscale(image, (new_width, new_height))
platform_images_cache[cache_key] = {
"image": scaled_image,
"width": new_width,
"height": new_height,
"last_used": current_time
}
else:
continue
else:
# Mettre à jour le timestamp de dernière utilisation
platform_images_cache[cache_key]["last_used"] = current_time
scaled_image = platform_images_cache[cache_key]["image"]
new_width = platform_images_cache[cache_key]["width"]
new_height = platform_images_cache[cache_key]["height"]
image_rect = scaled_image.get_rect(center=(x, y))
# Effet visuel amélioré pour l'item sélectionné
if is_selected:
neon_color = THEME_COLORS["neon"]
border_radius = 12
padding = 12
rect_width = image_rect.width + 2 * padding
rect_height = image_rect.height + 2 * padding
# Effet de glow dynamique
neon_surface = pygame.Surface((rect_width, rect_height), pygame.SRCALPHA)
pygame.draw.rect(neon_surface, neon_color + (glow_intensity,), neon_surface.get_rect(), border_radius=border_radius)
pygame.draw.rect(neon_surface, neon_color + (100,), neon_surface.get_rect().inflate(-10, -10), border_radius=border_radius)
pygame.draw.rect(neon_surface, neon_color + (200,), neon_surface.get_rect().inflate(-20, -20), width=1, border_radius=border_radius)
screen.blit(neon_surface, (image_rect.left - padding, image_rect.top - padding), special_flags=pygame.BLEND_RGBA_ADD)
# Fond pour toutes les images
background_surface = pygame.Surface((image_rect.width + 10, image_rect.height + 10), pygame.SRCALPHA)
bg_alpha = 220 if is_selected else 180 # Plus opaque pour l'item sélectionné
pygame.draw.rect(background_surface, THEME_COLORS["fond_image"] + (bg_alpha,), background_surface.get_rect(), border_radius=12)
screen.blit(background_surface, (image_rect.left - 5, image_rect.top - 5))
# Affichage de l'image avec un léger effet de transparence pour les items non sélectionnés
if not is_selected:
# Appliquer la transparence seulement si nécessaire
temp_image = scaled_image.copy()
temp_image.set_alpha(220)
screen.blit(temp_image, image_rect)
else:
screen.blit(scaled_image, image_rect)
# Nettoyer le cache périodiquement (garder seulement les images utilisées récemment)
if len(platform_images_cache) > 50: # Limite arbitraire pour éviter une croissance excessive
current_time = pygame.time.get_ticks()
cache_timeout = 30000 # 30 secondes
keys_to_remove = [k for k, v in platform_images_cache.items()
if current_time - v["last_used"] > cache_timeout]
for key in keys_to_remove:
del platform_images_cache[key]
# Liste des jeux
def draw_game_list(screen):
"""Affiche la liste des jeux avec un style moderne."""
platform = config.platforms[config.current_platform]
platform_name = config.platform_names.get(platform, platform)
games = config.filtered_games if config.filter_active or config.search_mode else config.games
game_count = len(games)
if not games:
logger.debug("Aucune liste de jeux disponible")
message = _("game_no_games")
lines = wrap_text(message, config.font, config.screen_width - 80)
line_height = config.font.get_height() + 5
text_height = len(lines) * line_height
margin_top_bottom = 20
rect_height = text_height + 2 * margin_top_bottom
max_text_width = max([config.font.size(line)[0] for line in lines], default=300)
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
screen.blit(OVERLAY, (0, 0))
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(lines):
text_surface = config.font.render(line, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text_surface, text_rect)
return
line_height = config.small_font.get_height() + 10
margin_top_bottom = 20
extra_margin_top = 20
extra_margin_bottom = 60
title_height = config.title_font.get_height() + 20
available_height = config.screen_height - title_height - extra_margin_top - extra_margin_bottom - 2 * margin_top_bottom
items_per_page = available_height // line_height
rect_height = items_per_page * line_height + 2 * margin_top_bottom
rect_width = int(0.95 * config.screen_width)
rect_x = (config.screen_width - rect_width) // 2
rect_y = title_height + extra_margin_top + (config.screen_height - title_height - extra_margin_top - extra_margin_bottom - rect_height) // 2
config.scroll_offset = max(0, min(config.scroll_offset, max(0, len(games) - items_per_page)))
if config.current_game < config.scroll_offset:
config.scroll_offset = config.current_game
elif config.current_game >= config.scroll_offset + items_per_page:
config.scroll_offset = config.current_game - items_per_page + 1
screen.blit(OVERLAY, (0, 0))
if config.search_mode:
search_text = _("game_search").format(config.search_query + "_")
title_surface = config.search_font.render(search_text, True, THEME_COLORS["text"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, title_surface.get_height() // 2 + 20))
title_rect_inflated = title_rect.inflate(60, 30)
title_rect_inflated.topleft = ((config.screen_width - title_rect_inflated.width) // 2, 10)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], title_rect_inflated, border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], title_rect_inflated, 2, border_radius=12)
screen.blit(title_surface, title_rect)
elif config.filter_active:
filter_text = _("game_filter").format(config.search_query)
title_surface = config.font.render(filter_text, True, THEME_COLORS["fond_lignes"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, title_surface.get_height() // 2 + 20))
title_rect_inflated = title_rect.inflate(60, 30)
title_rect_inflated.topleft = ((config.screen_width - title_rect_inflated.width) // 2, 10)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], title_rect_inflated, border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], title_rect_inflated, 2, border_radius=12)
screen.blit(title_surface, title_rect)
else:
title_text = _("game_count").format(platform_name, game_count)
title_surface = config.title_font.render(title_text, True, THEME_COLORS["text"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, title_surface.get_height() // 2 + 20))
title_rect_inflated = title_rect.inflate(60, 30)
title_rect_inflated.topleft = ((config.screen_width - title_rect_inflated.width) // 2, 10)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], title_rect_inflated, border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], title_rect_inflated, 2, border_radius=12)
screen.blit(title_surface, title_rect)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i in range(config.scroll_offset, min(config.scroll_offset + items_per_page, len(games))):
game_name = games[i][0] if isinstance(games[i], (list, tuple)) else games[i]
color = THEME_COLORS["fond_lignes"] if i == config.current_game else THEME_COLORS["text"]
game_text = truncate_text_middle(game_name, config.small_font, rect_width - 40)
text_surface = config.small_font.render(game_text, True, color)
text_rect = text_surface.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + (i - config.scroll_offset) * line_height + line_height // 2))
if i == config.current_game:
glow_surface = pygame.Surface((text_rect.width + 20, text_rect.height + 10), pygame.SRCALPHA)
pygame.draw.rect(glow_surface, THEME_COLORS["fond_lignes"] + (50,), (10, 5, text_rect.width, text_rect.height), border_radius=8)
screen.blit(glow_surface, (text_rect.left - 10, text_rect.top - 5))
screen.blit(text_surface, text_rect)
if len(games) > items_per_page:
try:
draw_game_scrollbar(
screen,
config.scroll_offset,
len(games),
items_per_page,
rect_x + rect_width - 10,
rect_y,
rect_height
)
except NameError as e:
logger.error(f"Erreur : draw_game_scrollbar non défini: {str(e)}")
# Barre de défilement des jeux
def draw_game_scrollbar(screen, scroll_offset, total_items, visible_items, x, y, height):
"""Affiche la barre de défilement pour la liste des jeux."""
if total_items <= visible_items:
return
game_area_height = height
scrollbar_height = game_area_height * (visible_items / total_items)
scrollbar_y = y + (game_area_height - scrollbar_height) * (scroll_offset / max(1, total_items - visible_items))
pygame.draw.rect(screen, THEME_COLORS["fond_lignes"], (x, scrollbar_y, 15, scrollbar_height), border_radius=4)
def draw_history_list(screen):
# logger.debug(f"Dessin historique, history={config.history}, needs_redraw={config.needs_redraw}")
history = config.history if hasattr(config, 'history') else load_history()
history_count = len(history)
# Define column widths as percentages of available space
column_width_percentages = {
"platform": 0.25, # platform column
"game_name": 0.50, # game name column
"status": 0.25 # status column
}
available_width = int(0.95 * config.screen_width - 60) # Total available width for columns
col_platform_width = int(available_width * column_width_percentages["platform"])
col_game_width = int(available_width * column_width_percentages["game_name"])
col_status_width = int(available_width * column_width_percentages["status"])
rect_width = int(0.95 * config.screen_width)
line_height = config.small_font.get_height() + 10
header_height = line_height
margin_top_bottom = 20
extra_margin_top = 40
extra_margin_bottom = 80
title_height = config.title_font.get_height() + 20
if not history:
logger.debug("Aucun historique disponible")
message = _("history_empty")
lines = wrap_text(message, config.font, config.screen_width - 80)
line_height = config.font.get_height() + 5
text_height = len(lines) * line_height
rect_height = text_height + 2 * margin_top_bottom
max_text_width = max([config.font.size(line)[0] for line in lines], default=300)
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
screen.blit(OVERLAY, (0, 0))
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(lines):
text_surface = config.font.render(line, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text_surface, text_rect)
return
available_height = config.screen_height - title_height - extra_margin_top - extra_margin_bottom - 2 * margin_top_bottom
items_per_page = available_height // line_height
rect_height = header_height + items_per_page * line_height + 2 * margin_top_bottom
rect_x = (config.screen_width - rect_width) // 2
rect_y = title_height + extra_margin_top + (config.screen_height - title_height - extra_margin_top - extra_margin_bottom - rect_height) // 2
config.history_scroll_offset = max(0, min(config.history_scroll_offset, max(0, len(history) - items_per_page)))
if config.current_history_item < config.history_scroll_offset:
config.history_scroll_offset = config.current_history_item
elif config.current_history_item >= config.history_scroll_offset + items_per_page:
config.history_scroll_offset = config.current_history_item - items_per_page + 1
screen.blit(OVERLAY, (0, 0))
title_text = _("history_title").format(history_count)
title_surface = config.title_font.render(title_text, True, THEME_COLORS["text"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, title_surface.get_height() // 2 + 20))
title_rect_inflated = title_rect.inflate(60, 30)
title_rect_inflated.topleft = ((config.screen_width - title_rect_inflated.width) // 2, 10)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], title_rect_inflated, border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], title_rect_inflated, 2, border_radius=12)
screen.blit(title_surface, title_rect)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
headers = [_("history_column_system"), _("history_column_game"), _("history_column_status")]
header_y = rect_y + margin_top_bottom + header_height // 2
header_x_positions = [
rect_x + 20 + col_platform_width // 2,
rect_x + 20 + col_platform_width + col_game_width // 2,
rect_x + 20 + col_platform_width + col_game_width + col_status_width // 2
]
for header, x_pos in zip(headers, header_x_positions):
text_surface = config.small_font.render(header, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(x_pos, header_y))
screen.blit(text_surface, text_rect)
separator_y = rect_y + margin_top_bottom + header_height
pygame.draw.line(screen, THEME_COLORS["border"], (rect_x + 20, separator_y), (rect_x + rect_width - 20, separator_y), 2)
for idx, i in enumerate(range(config.history_scroll_offset, min(config.history_scroll_offset + items_per_page, len(history)))):
entry = history[i]
platform = entry.get("platform", "Inconnu")
game_name = entry.get("game_name", "Inconnu")
status = entry.get("status", "Inconnu")
progress = entry.get("progress", 0)
# Personnaliser l'affichage du statut
if status in ["Téléchargement", "downloading"]:
status_text = _("history_status_downloading").format(progress)
# logger.debug(f"Affichage progression: {progress:.1f}% pour {game_name}, status={status_text}")
elif status == "Extracting":
status_text = _("history_status_extracting").format(progress)
# logger.debug(f"Affichage extraction: {progress:.1f}% pour {game_name}, status={status_text}")
elif status == "Download_OK":
status_text = _("history_status_completed")
# S'assurer que le pourcentage est entre 0 et 100
progress = max(0, min(100, progress))
# Personnaliser l'affichage du statut
if status in ["Téléchargement", "downloading"]:
status_text = _("history_status_downloading").format(progress)
# logger.debug(f"Affichage progression: {progress:.1f}% pour {game_name}, status={status_text}")
elif status == "Extracting":
status_text = _("history_status_extracting").format(progress)
# logger.debug(f"Affichage extraction: {progress:.1f}% pour {game_name}, status={status_text}")
elif status == "Download_OK":
status_text = _("history_status_completed")
# logger.debug(f"Affichage terminé: {game_name}, status={status_text}")
elif status == "Erreur":
status_text = _("history_status_error").format(entry.get('message', 'Échec'))
2025-07-25 17:23:38 +02:00
#logger.debug(f"Affichage erreur: {game_name}, status={status_text}")
else:
status_text = status
2025-07-25 17:23:38 +02:00
#logger.debug(f"Affichage statut inconnu: {game_name}, status={status_text}")
color = THEME_COLORS["fond_lignes"] if i == config.current_history_item else THEME_COLORS["text"]
platform_text = truncate_text_end(platform, config.small_font, col_platform_width - 10)
game_text = truncate_text_end(game_name, config.small_font, col_game_width - 10)
status_text = truncate_text_middle(status_text, config.small_font, col_status_width - 10, is_filename=False)
y_pos = rect_y + margin_top_bottom + header_height + idx * line_height + line_height // 2
platform_surface = config.small_font.render(platform_text, True, color)
game_surface = config.small_font.render(game_text, True, color)
status_surface = config.small_font.render(status_text, True, color)
platform_rect = platform_surface.get_rect(center=(header_x_positions[0], y_pos))
game_rect = game_surface.get_rect(center=(header_x_positions[1], y_pos))
status_rect = status_surface.get_rect(center=(header_x_positions[2], y_pos))
if i == config.current_history_item:
glow_surface = pygame.Surface((rect_width - 40, line_height), pygame.SRCALPHA)
pygame.draw.rect(glow_surface, THEME_COLORS["fond_lignes"] + (50,), (0, 0, rect_width - 40, line_height), border_radius=8)
screen.blit(glow_surface, (rect_x + 20, y_pos - line_height // 2))
screen.blit(platform_surface, platform_rect)
screen.blit(game_surface, game_rect)
screen.blit(status_surface, status_rect)
if len(history) > items_per_page:
try:
draw_history_scrollbar(
screen,
config.history_scroll_offset,
len(history),
items_per_page,
rect_x + rect_width - 10,
rect_y,
rect_height
)
except NameError as e:
logger.error(f"Erreur : draw_history_scrollbar non défini: {str(e)}")
# Barre de défilement de l'historique
def draw_history_scrollbar(screen, scroll_offset, total_items, visible_items, x, y, height):
"""Affiche la barre de défilement avec un style moderne."""
if total_items <= visible_items:
return
game_area_height = height
scrollbar_height = game_area_height * (visible_items / total_items) - 10
scrollbar_y = y + (game_area_height - scrollbar_height) * (scroll_offset / max(1, total_items - visible_items)) + 10
pygame.draw.rect(screen, THEME_COLORS["fond_lignes"], (x, scrollbar_y, 5, scrollbar_height), border_radius=4)
# Écran confirmation vider historique
def draw_clear_history_dialog(screen):
"""Affiche la boîte de dialogue de confirmation pour vider l'historique."""
screen.blit(OVERLAY, (0, 0))
message = _("confirm_clear_history")
wrapped_message = wrap_text(message, config.font, config.screen_width - 80)
line_height = config.font.get_height() + 5
text_height = len(wrapped_message) * line_height
button_height = int(config.screen_height * 0.0463)
margin_top_bottom = 20
rect_height = text_height + button_height + 2 * margin_top_bottom
max_text_width = max([config.font.size(line)[0] for line in wrapped_message], default=300)
rect_width = max_text_width + 150
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(wrapped_message):
text = config.font.render(line, True, THEME_COLORS["text"])
text_rect = text.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text, text_rect)
draw_stylized_button(screen, _("button_yes"), rect_x + rect_width // 2 - 180, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.confirm_clear_selection == 1)
draw_stylized_button(screen, _("button_no"), rect_x + rect_width // 2 + 20, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.confirm_clear_selection == 0)
# Affichage du clavier virtuel sur non-PC
def draw_virtual_keyboard(screen):
"""Affiche un clavier virtuel avec un style moderne."""
keyboard_layout = [
['0', '1', '2', '3', '4', '5', '6', '7', '8', '9'],
['A', 'Z', 'E', 'R', 'T', 'Y', 'U', 'I', 'O', 'P'],
['Q', 'S', 'D', 'F', 'G', 'H', 'J', 'K', 'L', 'M'],
['W', 'X', 'C', 'V', 'B', 'N']
]
key_width = int(config.screen_width * 0.03125)
key_height = int(config.screen_height * 0.0556)
key_spacing = int(config.screen_width * 0.0052)
keyboard_width = len(keyboard_layout[0]) * (key_width + key_spacing) - key_spacing
keyboard_height = len(keyboard_layout) * (key_height + key_spacing) - key_spacing
start_x = (config.screen_width - keyboard_width) // 2
search_bottom_y = int(config.screen_height * 0.111) + (config.search_font.get_height() + 40) // 2
controls_y = config.screen_height - int(config.screen_height * 0.037)
available_height = controls_y - search_bottom_y
start_y = search_bottom_y + (available_height - keyboard_height - 40) // 2
keyboard_rect = pygame.Rect(start_x - 20, start_y - 20, keyboard_width + 40, keyboard_height + 40)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], keyboard_rect, border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], keyboard_rect, 2, border_radius=12)
for row_idx, row in enumerate(keyboard_layout):
for col_idx, key in enumerate(row):
x = start_x + col_idx * (key_width + key_spacing)
y = start_y + row_idx * (key_height + key_spacing)
key_rect = pygame.Rect(x, y, key_width, key_height)
if (row_idx, col_idx) == config.selected_key:
pygame.draw.rect(screen, THEME_COLORS["fond_lignes"] + (150,), key_rect, border_radius=8)
else:
pygame.draw.rect(screen, THEME_COLORS["button_idle"], key_rect, border_radius=8)
pygame.draw.rect(screen, THEME_COLORS["border"], key_rect, 1, border_radius=8)
text = config.font.render(key, True, THEME_COLORS["text"])
text_rect = text.get_rect(center=key_rect.center)
screen.blit(text, text_rect)
# Écran de progression de téléchargement/extraction
def draw_progress_screen(screen):
"""Affiche l'écran de progression des téléchargements avec un style moderne."""
if not config.download_tasks:
logger.debug("Aucune tâche de téléchargement active")
return
task = list(config.download_tasks.keys())[0]
game_name = config.download_tasks[task][2]
url = config.download_tasks[task][1]
progress = config.download_progress.get(url, {"downloaded_size": 0, "total_size": 0, "status": "Téléchargement", "progress_percent": 0})
status = progress.get("status", "Téléchargement")
downloaded_size = progress["downloaded_size"]
total_size = progress["total_size"]
progress_percent = progress["progress_percent"]
# S'assurer que le pourcentage est entre 0 et 100
progress_percent = max(0, min(100, progress_percent))
screen.blit(OVERLAY, (0, 0))
title_text = _("download_status").format(status, truncate_text_middle(game_name, config.font, config.screen_width - 200))
title_lines = wrap_text(title_text, config.font, config.screen_width - 80)
line_height = config.font.get_height() + 5
text_height = len(title_lines) * line_height
margin_top_bottom = 20
bar_height = int(config.screen_height * 0.0278)
percent_height = config.progress_font.get_height() + 5
rect_height = text_height + bar_height + percent_height + 3 * margin_top_bottom
max_text_width = max([config.font.size(line)[0] for line in title_lines], default=300)
bar_width = max_text_width
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(title_lines):
title_render = config.font.render(line, True, THEME_COLORS["text"])
title_rect = title_render.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(title_render, title_rect)
bar_y = rect_y + text_height + margin_top_bottom
progress_width = 0
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x + 20, bar_y, bar_width, bar_height), border_radius=8)
if total_size > 0:
# Limiter le pourcentage entre 0 et 100 pour l'affichage de la barre
progress_width = int(bar_width * (min(100, max(0, progress_percent)) / 100))
# Écran popup résultat téléchargement
def draw_popup_result_download(screen, message, is_error):
"""Affiche une popup flottante centrée avec un message de résultat et un compte à rebours."""
if message is None:
message = _("download_canceled")
logger.debug(f"Message popup : {message}, is_error={is_error}")
screen.blit(OVERLAY, (0, 0))
popup_width = int(config.screen_width * 0.8)
line_height = config.small_font.get_height() + 10
wrapped_message = wrap_text(message, config.small_font, popup_width - 40)
text_height = len(wrapped_message) * line_height
margin_top_bottom = 20
popup_height = text_height + 2 * margin_top_bottom + line_height
popup_x = (config.screen_width - popup_width) // 2
popup_y = (config.screen_height - popup_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (popup_x, popup_y, popup_width, popup_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (popup_x, popup_y, popup_width, popup_height), 2, border_radius=12)
for i, line in enumerate(wrapped_message):
text_surface = config.small_font.render(line, True, THEME_COLORS["error_text"] if is_error else THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(config.screen_width // 2, popup_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text_surface, text_rect)
remaining_time = 3
countdown_text = _("popup_countdown").format(remaining_time, 's' if remaining_time != 1 else '')
countdown_surface = config.small_font.render(countdown_text, True, THEME_COLORS["text"])
countdown_rect = countdown_surface.get_rect(center=(config.screen_width // 2, popup_y + margin_top_bottom + len(wrapped_message) * line_height + line_height // 2))
screen.blit(countdown_surface, countdown_rect)
# Écran avertissement extension non supportée téléchargement
def draw_extension_warning(screen):
"""Affiche un avertissement pour une extension non reconnue ou un fichier ZIP."""
if not config.pending_download:
logger.error("config.pending_download est None ou vide dans extension_warning")
message = "Erreur : Aucun téléchargement en attente."
is_zip = False
game_name = "Inconnu"
else:
url, platform, game_name, is_zip_non_supported = config.pending_download
logger.debug(f"config.pending_download: url={url}, platform={platform}, game_name={game_name}, is_zip_non_supported={is_zip_non_supported}")
is_zip = is_zip_non_supported
if not game_name:
game_name = "Inconnu"
logger.warning("game_name vide, utilisation de 'Inconnu'")
if is_zip:
message = _("extension_warning_zip").format(game_name)
else:
message = _("extension_warning_unsupported").format(game_name)
max_width = config.screen_width - 80
lines = wrap_text(message, config.font, max_width)
logger.debug(f"Lignes générées : {lines}")
try:
line_height = config.font.get_height() + 5
text_height = len(lines) * line_height
button_height = int(config.screen_height * 0.0463)
margin_top_bottom = 20
rect_height = text_height + button_height + 2 * margin_top_bottom
max_text_width = max([config.font.size(line)[0] for line in lines], default=300)
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
screen.blit(OVERLAY, (0, 0))
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(lines):
text_surface = config.font.render(line, True, THEME_COLORS["warning_text"])
text_rect = text_surface.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text_surface, text_rect)
draw_stylized_button(screen, _("button_yes"), rect_x + rect_width // 2 - 180, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.extension_confirm_selection == 1)
draw_stylized_button(screen, _("button_no"), rect_x + rect_width // 2 + 20, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.extension_confirm_selection == 0)
except Exception as e:
logger.error(f"Erreur lors du rendu de extension_warning : {str(e)}")
error_message = "Erreur d'affichage de l'avertissement."
wrapped_error = wrap_text(error_message, config.font, config.screen_width - 80)
line_height = config.font.get_height() + 5
rect_height = len(wrapped_error) * line_height + 2 * 20
max_text_width = max([config.font.size(line)[0] for line in wrapped_error], default=300)
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
screen.blit(OVERLAY, (0, 0))
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(wrapped_error):
error_surface = config.font.render(line, True, THEME_COLORS["error_text"])
error_rect = error_surface.get_rect(center=(config.screen_width // 2, rect_y + 20 + i * line_height + line_height // 2))
screen.blit(error_surface, error_rect)
# Affichage des contrôles en bas de page
def draw_controls(screen, menu_state):
"""Affiche les contrôles sur une seule ligne en bas de lécran."""
start_button = get_control_display('start', 'START')
start_text = _("controls_action_start")
control_text = f"RGSX v{config.app_version} - {start_button} : {start_text}"
max_width = config.screen_width - 40
wrapped_controls = wrap_text(control_text, config.small_font, max_width)
line_height = config.small_font.get_height() + 5
rect_height = len(wrapped_controls) * line_height + 20
rect_y = config.screen_height - rect_height - 5
rect_x = (config.screen_width - max_width) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, max_width, rect_height), border_radius=8)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, max_width, rect_height), 1, border_radius=8)
for i, line in enumerate(wrapped_controls):
text_surface = config.small_font.render(line, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(config.screen_width // 2, rect_y + 10 + i * line_height + line_height // 2))
screen.blit(text_surface, text_rect)
# Menu pause
def draw_language_menu(screen):
"""Dessine le menu de sélection de langue avec un style moderne."""
from language import get_available_languages, get_language_name
screen.blit(OVERLAY, (0, 0))
# Obtenir les langues disponibles
available_languages = get_available_languages()
if not available_languages:
logger.error("Aucune langue disponible")
return
# Titre
title_text = _("language_select_title")
title_surface = config.font.render(title_text, True, THEME_COLORS["text"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, config.screen_height // 4))
# Fond du titre
title_bg_rect = title_rect.inflate(40, 20)
pygame.draw.rect(screen, THEME_COLORS["button_idle"], title_bg_rect, border_radius=10)
pygame.draw.rect(screen, THEME_COLORS["border"], title_bg_rect, 2, border_radius=10)
screen.blit(title_surface, title_rect)
# Options de langue
button_height = 60
button_width = 300
button_spacing = 20
total_height = len(available_languages) * (button_height + button_spacing) - button_spacing
start_y = (config.screen_height - total_height) // 2
for i, lang_code in enumerate(available_languages):
# Obtenir le nom de la langue
lang_name = get_language_name(lang_code)
# Position du bouton
button_x = (config.screen_width - button_width) // 2
button_y = start_y + i * (button_height + button_spacing)
# Dessiner le bouton
button_color = THEME_COLORS["button_hover"] if i == config.selected_language_index else THEME_COLORS["button_idle"]
pygame.draw.rect(screen, button_color, (button_x, button_y, button_width, button_height), border_radius=10)
pygame.draw.rect(screen, THEME_COLORS["border"], (button_x, button_y, button_width, button_height), 2, border_radius=10)
# Texte du bouton
text_surface = config.font.render(lang_name, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(button_x + button_width // 2, button_y + button_height // 2))
screen.blit(text_surface, text_rect)
# Instructions
instruction_text = _("language_select_instruction")
instruction_surface = config.small_font.render(instruction_text, True, THEME_COLORS["text"])
instruction_rect = instruction_surface.get_rect(center=(config.screen_width // 2, config.screen_height - 50))
screen.blit(instruction_surface, instruction_rect)
def draw_pause_menu(screen, selected_option):
"""Dessine le menu pause avec un style moderne."""
screen.blit(OVERLAY, (0, 0))
options = [
_("menu_controls"),
_("menu_remap_controls"),
_("menu_history"),
_("menu_language"),
_("menu_redownload_cache"),
_("menu_quit")
]
menu_width = int(config.screen_width * 0.8)
line_height = config.font.get_height() + 10
button_height = int(config.screen_height * 0.0463)
margin_top_bottom = 20
menu_height = len(options) * (button_height + 10) + 2 * margin_top_bottom
menu_x = (config.screen_width - menu_width) // 2
menu_y = (config.screen_height - menu_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (menu_x, menu_y, menu_width, menu_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (menu_x, menu_y, menu_width, menu_height), 2, border_radius=12)
for i, option in enumerate(options):
draw_stylized_button(
screen,
option,
menu_x + 20,
menu_y + margin_top_bottom + i * (button_height + 10),
menu_width - 40,
button_height,
selected=i == selected_option
)
# Menu aide contrôles
def draw_controls_help(screen, previous_state):
"""Affiche la liste des contrôles avec un style moderne."""
# Définir les noms d'actions traduits en dehors des f-strings pour éviter les problèmes de syntaxe
confirm_text = _("controls_action_confirm")
cancel_text = _("controls_action_cancel")
start_text = _("controls_action_start")
progress_text = _("controls_action_progress")
up_text = _("controls_action_up")
down_text = _("controls_action_down")
page_up_text = _("controls_action_page_up")
page_down_text = _("controls_action_page_down")
filter_text = _("controls_action_filter")
history_text = _("controls_action_history")
delete_text = _("controls_action_delete")
space_text = _("controls_action_space")
common_controls = {
"confirm": lambda action: f"{get_control_display('confirm', 'A')} : {action}",
"cancel": lambda action: f"{get_control_display('cancel', 'B')} : {action}",
"start": lambda: f"{get_control_display('start', 'Start')} : {start_text}",
"progress": lambda action: f"{get_control_display('progress', 'X')} : {action}",
"up": lambda action: f"{get_control_display('up', '')} : {action}",
"down": lambda action: f"{get_control_display('down', '')} : {action}",
"left": lambda action: f"{get_control_display('left', '')} : {action}",
"right": lambda action: f"{get_control_display('right', '')} : {action}",
"page_up": lambda action: f"{get_control_display('page_up', 'LB')} : {action}",
"page_down": lambda action: f"{get_control_display('page_down', 'RB')} : {action}",
"filter": lambda action: f"{get_control_display('filter', 'Select')} : {action}",
"history": lambda action: f"{get_control_display('history', 'Y')} : {action}",
"delete": lambda: f"{get_control_display('delete', 'Suppr')} : {delete_text}",
"space": lambda: f"{get_control_display('space', 'Espace')} : {space_text}"
}
# Utiliser des variables pour les traductions d'actions
action_translations = {
"retry": _("action_retry"),
"quit": _("action_quit"),
"select": _("action_select"),
"history": _("action_history"),
"progress": _("action_progress"),
"download": _("action_download"),
"filter": _("action_filter"),
"cancel": _("action_cancel"),
"back": _("action_back"),
"navigate": _("action_navigate"),
"page": _("action_page"),
"cancel_download": _("action_cancel_download"),
"background": _("action_background"),
"confirm": _("action_confirm"),
"redownload": _("action_redownload"),
"clear_history": _("action_clear_history")
}
# Catégories de contrôles
control_categories = {
"Navigation": [
f"{get_control_display('up', '')} {get_control_display('down', '')} {get_control_display('left', '')} {get_control_display('right', '')} : Navigation",
f"{get_control_display('page_up', 'LB')} {get_control_display('page_down', 'RB')} : Pages"
],
"Actions principales": [
f"{get_control_display('confirm', 'A')} : Confirmer/Sélectionner",
f"{get_control_display('cancel', 'B')} : Annuler/Retour",
f"{get_control_display('start', 'Start')} : {start_text}"
],
"Téléchargements": [
f"{get_control_display('history', 'Y')} : Historique",
f"{get_control_display('progress', 'X')} : Effacer historique"
],
"Recherche": [
f"{get_control_display('filter', 'Select')} : Filtrer/Rechercher",
f"{get_control_display('delete', 'Suppr')} : {delete_text}",
f"{get_control_display('space', 'Espace')} : {space_text}"
]
}
state_controls = {
"error": control_categories,
"platform": control_categories,
"game": control_categories,
"download_progress": control_categories,
"download_result": control_categories,
"confirm_exit": control_categories,
"extension_warning": control_categories,
"history": control_categories
}
control_columns = state_controls.get(previous_state, {})
if not control_columns:
return
screen.blit(OVERLAY, (0, 0))
# Organisation en 2x2
categories = list(control_columns.keys())
col1 = [categories[0], categories[2]] # Navigation, Historique/Téléchargements
col2 = [categories[1], categories[3]] # Actions principales, Recherche / Filtre
# Calculer la largeur nécessaire
max_text_width = 0
for category, controls in control_columns.items():
for control in controls:
text_width = config.small_font.size(control)[0]
max_text_width = max(max_text_width, text_width)
col_width = max_text_width + 40
popup_width = col_width * 2 + 100 # Plus d'espace entre colonnes
popup_height = 320
popup_x = (config.screen_width - popup_width) // 2
popup_y = (config.screen_height - popup_height) // 2
# Fond principal
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (popup_x, popup_y, popup_width, popup_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (popup_x, popup_y, popup_width, popup_height), 2, border_radius=12)
# Titre
title_text = "Aide des contrôles"
title_surface = config.title_font.render(title_text, True, THEME_COLORS["text"])
title_rect = title_surface.get_rect(center=(config.screen_width // 2, popup_y + 25))
screen.blit(title_surface, title_rect)
# Affichage en colonnes
start_y = popup_y + 60
# Colonne 1
current_y = start_y
for category in col1:
controls = control_columns[category]
# Titre
cat_surface = config.font.render(category, True, THEME_COLORS["fond_lignes"])
cat_rect = cat_surface.get_rect(x=popup_x + 20, y=current_y)
screen.blit(cat_surface, cat_rect)
current_y += 30 # Plus d'espace après titre
# Contrôles
for control in controls:
ctrl_surface = config.small_font.render(f"{control}", True, THEME_COLORS["text"])
ctrl_rect = ctrl_surface.get_rect(x=popup_x + 30, y=current_y)
screen.blit(ctrl_surface, ctrl_rect)
current_y += 20
current_y += 20 # Plus d'espace entre sections
# Colonne 2
current_y = start_y
for category in col2:
controls = control_columns[category]
# Titre
cat_surface = config.font.render(category, True, THEME_COLORS["fond_lignes"])
cat_rect = cat_surface.get_rect(x=popup_x + col_width + 40, y=current_y) # Plus d'espace entre colonnes
screen.blit(cat_surface, cat_rect)
current_y += 30 # Plus d'espace après titre
# Contrôles
for control in controls:
ctrl_surface = config.small_font.render(f"{control}", True, THEME_COLORS["text"])
ctrl_rect = ctrl_surface.get_rect(x=popup_x + col_width + 50, y=current_y) # Plus d'espace entre colonnes
screen.blit(ctrl_surface, ctrl_rect)
current_y += 20
current_y += 20 # Plus d'espace entre sections
# Menu Quitter Appli
def draw_confirm_dialog(screen):
"""Affiche la boîte de dialogue de confirmation pour quitter."""
global OVERLAY
if OVERLAY is None or OVERLAY.get_size() != (config.screen_width, config.screen_height):
OVERLAY = pygame.Surface((config.screen_width, config.screen_height), pygame.SRCALPHA)
OVERLAY.fill((0, 0, 0, 150))
logger.debug("OVERLAY recréé dans draw_confirm_dialog")
screen.blit(OVERLAY, (0, 0))
message = _("confirm_exit")
wrapped_message = wrap_text(message, config.font, config.screen_width - 80)
line_height = config.font.get_height() + 5
text_height = len(wrapped_message) * line_height
button_height = int(config.screen_height * 0.0463)
margin_top_bottom = 20
rect_height = text_height + button_height + 2 * margin_top_bottom
max_text_width = max([config.font.size(line)[0] for line in wrapped_message], default=300)
rect_width = max_text_width + 150
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(wrapped_message):
text = config.font.render(line, True, THEME_COLORS["text"])
text_rect = text.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text, text_rect)
draw_stylized_button(screen, _("button_yes"), rect_x + rect_width // 2 - 180, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.confirm_selection == 1)
draw_stylized_button(screen, _("button_no"), rect_x + rect_width // 2 + 20, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.confirm_selection == 0)
# draw_redownload_game_cache_dialog
def draw_redownload_game_cache_dialog(screen):
"""Affiche la boîte de dialogue de confirmation pour retélécharger le cache des jeux."""
global OVERLAY
if OVERLAY is None or OVERLAY.get_size() != (config.screen_width, config.screen_height):
OVERLAY = pygame.Surface((config.screen_width, config.screen_height), pygame.SRCALPHA)
OVERLAY.fill((0, 0, 0, 150))
logger.debug("OVERLAY recréé dans draw_redownload_game_cache_dialog")
screen.blit(OVERLAY, (0, 0))
message = _("confirm_redownload_cache")
wrapped_message = wrap_text(message, config.small_font, config.screen_width - 80)
line_height = config.small_font.get_height() + 5
text_height = len(wrapped_message) * line_height
button_height = int(config.screen_height * 0.0463)
margin_top_bottom = 20
rect_height = text_height + button_height + 2 * margin_top_bottom
max_text_width = max([config.small_font.size(line)[0] for line in wrapped_message], default=300)
rect_width = max_text_width + 80
rect_x = (config.screen_width - rect_width) // 2
rect_y = (config.screen_height - rect_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (rect_x, rect_y, rect_width, rect_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (rect_x, rect_y, rect_width, rect_height), 2, border_radius=12)
for i, line in enumerate(wrapped_message):
text = config.small_font.render(line, True, THEME_COLORS["text"])
text_rect = text.get_rect(center=(config.screen_width // 2, rect_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text, text_rect)
draw_stylized_button(screen, _("button_yes"), rect_x + rect_width // 2 - 180, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.redownload_confirm_selection == 1)
draw_stylized_button(screen, _("button_no"), rect_x + rect_width // 2 + 20, rect_y + text_height + margin_top_bottom, 160, button_height, selected=config.redownload_confirm_selection == 0)
# Popup avec compte à rebours
def draw_popup(screen):
"""Dessine un popup avec un message et un compte à rebours."""
screen.blit(OVERLAY, (0, 0))
popup_width = int(config.screen_width * 0.8)
line_height = config.small_font.get_height() + 10
text_lines = config.popup_message.split('\n')
text_height = len(text_lines) * line_height
margin_top_bottom = 20
popup_height = text_height + 2 * margin_top_bottom + line_height
popup_x = (config.screen_width - popup_width) // 2
popup_y = (config.screen_height - popup_height) // 2
pygame.draw.rect(screen, THEME_COLORS["button_idle"], (popup_x, popup_y, popup_width, popup_height), border_radius=12)
pygame.draw.rect(screen, THEME_COLORS["border"], (popup_x, popup_y, popup_width, popup_height), 2, border_radius=12)
for i, line in enumerate(text_lines):
text_surface = config.small_font.render(line, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(config.screen_width // 2, popup_y + margin_top_bottom + i * line_height + line_height // 2))
screen.blit(text_surface, text_rect)
remaining_time = max(0, config.popup_timer // 1000)
countdown_text = _("popup_countdown").format(remaining_time, 's' if remaining_time != 1 else '')
countdown_surface = config.small_font.render(countdown_text, True, THEME_COLORS["text"])
countdown_rect = countdown_surface.get_rect(center=(config.screen_width // 2, popup_y + margin_top_bottom + len(text_lines) * line_height + line_height // 2))
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screen.blit(countdown_surface, countdown_rect)
def draw_music_popup(screen, music_name, start_time):
"""Affiche une popup temporaire avec le nom de la musique en cours"""
current_time = pygame.time.get_ticks() / 1000
elapsed = current_time - start_time
# Afficher pendant 3 secondes
if elapsed > 3.0:
return False
# Effet de fondu
alpha = 255
if elapsed > 2.5:
alpha = int(255 * (3.0 - elapsed) / 0.5)
# Dimensions de la popup
popup_width = 300
popup_height = 60
popup_x = config.screen_width - popup_width - 20
popup_y = 20
# Surface avec transparence
popup_surface = pygame.Surface((popup_width, popup_height), pygame.SRCALPHA)
popup_surface.set_alpha(alpha)
# Fond de la popup
pygame.draw.rect(popup_surface, THEME_COLORS["button_idle"], (0, 0, popup_width, popup_height), border_radius=10)
pygame.draw.rect(popup_surface, THEME_COLORS["border"], (0, 0, popup_width, popup_height), 2, border_radius=10)
# Texte de la musique
text_surface = config.small_font.render(music_name, True, THEME_COLORS["text"])
text_rect = text_surface.get_rect(center=(popup_width // 2, popup_height // 2))
popup_surface.blit(text_surface, text_rect)
# Afficher la popup
screen.blit(popup_surface, (popup_x, popup_y))
return True