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"""
UI Tools
2D overlay elements for text, bars, and HUD components
"""
from typing import Dict, Any, Optional
from backend.storage import storage
def render_text_on_screen(
scene_id: str,
text: str,
x: float = 50.0,
y: float = 10.0,
font_size: int = 24,
color: str = "#ffffff",
text_id: Optional[str] = None,
font_family: str = "Arial",
text_align: str = "center",
background_color: Optional[str] = None,
padding: int = 8
) -> Dict[str, Any]:
"""
Render text on the screen as a 2D overlay.
Args:
scene_id: ID of the scene
text: The text to display
x: Horizontal position in percentage (0=left edge, 50=center, 100=right edge)
y: Vertical position in percentage (0=top edge, 50=center, 100=bottom edge)
font_size: Font size in pixels (default: 24)
color: Text color as hex (default: "#ffffff")
text_id: Optional unique identifier for this text element (for updates/removal)
font_family: CSS font family (default: "Arial")
text_align: Text alignment - "left", "center", "right" (default: "center")
background_color: Optional background color (e.g., "#000000" for black box behind text)
padding: Padding around text in pixels when background is set (default: 8)
Returns:
Dictionary with text element info and message
"""
scene = storage.get(scene_id)
if not scene:
raise ValueError(f"Scene '{scene_id}' not found")
if "ui_elements" not in scene:
scene["ui_elements"] = []
# Generate ID if not provided
if not text_id:
text_id = f"text_{len([e for e in scene['ui_elements'] if e.get('element_type') == 'text'])}"
# Remove existing element with same ID (update behavior)
scene["ui_elements"] = [e for e in scene["ui_elements"] if e.get("id") != text_id]
# Clamp position values
x = max(0.0, min(100.0, x))
y = max(0.0, min(100.0, y))
text_element = {
"id": text_id,
"element_type": "text",
"text": text,
"x": x,
"y": y,
"font_size": font_size,
"color": color,
"font_family": font_family,
"text_align": text_align,
"background_color": background_color,
"padding": padding,
"visible": True
}
scene["ui_elements"].append(text_element)
storage.save(scene)
return {
"scene_id": scene_id,
"text_id": text_id,
"message": f"Rendered text '{text[:30]}{'...' if len(text) > 30 else ''}' at ({x}%, {y}%)",
"text_element": text_element
}
def render_bar_on_screen(
scene_id: str,
x: float = 10.0,
y: float = 10.0,
width: float = 200.0,
height: float = 20.0,
value: float = 100.0,
max_value: float = 100.0,
bar_color: str = "#00ff00",
background_color: str = "#333333",
border_color: Optional[str] = "#ffffff",
bar_id: Optional[str] = None,
label: Optional[str] = None,
show_value: bool = False
) -> Dict[str, Any]:
"""
Render a progress/health bar on the screen as a 2D overlay.
Args:
scene_id: ID of the scene
x: Horizontal position in percentage (0=left edge, 50=center, 100=right edge)
y: Vertical position in percentage (0=top edge, 50=center, 100=bottom edge)
width: Bar width in pixels (default: 200)
height: Bar height in pixels (default: 20)
value: Current value (default: 100)
max_value: Maximum value (default: 100)
bar_color: Fill color for the bar (default: "#00ff00" green)
background_color: Background color (default: "#333333" dark gray)
border_color: Optional border color (default: "#ffffff" white)
bar_id: Optional unique identifier for this bar (for updates/removal)
label: Optional label text above the bar
show_value: Show numeric value on the bar (default: False)
Returns:
Dictionary with bar element info and message
"""
scene = storage.get(scene_id)
if not scene:
raise ValueError(f"Scene '{scene_id}' not found")
if "ui_elements" not in scene:
scene["ui_elements"] = []
# Generate ID if not provided
if not bar_id:
bar_id = f"bar_{len([e for e in scene['ui_elements'] if e.get('element_type') == 'bar'])}"
# Remove existing element with same ID (update behavior)
scene["ui_elements"] = [e for e in scene["ui_elements"] if e.get("id") != bar_id]
# Clamp values
x = max(0.0, min(100.0, x))
y = max(0.0, min(100.0, y))
value = max(0.0, min(max_value, value))
percentage = (value / max_value) * 100.0 if max_value > 0 else 0.0
bar_element = {
"id": bar_id,
"element_type": "bar",
"x": x,
"y": y,
"width": width,
"height": height,
"value": value,
"max_value": max_value,
"percentage": percentage,
"bar_color": bar_color,
"background_color": background_color,
"border_color": border_color,
"label": label,
"show_value": show_value,
"visible": True
}
scene["ui_elements"].append(bar_element)
storage.save(scene)
label_str = f"'{label}' " if label else ""
return {
"scene_id": scene_id,
"bar_id": bar_id,
"message": f"Rendered {label_str}bar at ({x}%, {y}%) - {value}/{max_value} ({percentage:.0f}%)",
"bar_element": bar_element
}
def remove_ui_element(scene_id: str, element_id: str) -> Dict[str, Any]:
"""
Remove a UI element from the screen.
Args:
scene_id: ID of the scene
element_id: ID of the UI element to remove (text_id or bar_id)
Returns:
Dictionary with confirmation message
"""
scene = storage.get(scene_id)
if not scene:
raise ValueError(f"Scene '{scene_id}' not found")
if "ui_elements" not in scene or not scene["ui_elements"]:
raise ValueError("Scene has no UI elements")
original_count = len(scene["ui_elements"])
scene["ui_elements"] = [e for e in scene["ui_elements"] if e.get("id") != element_id]
if len(scene["ui_elements"]) == original_count:
raise ValueError(f"UI element '{element_id}' not found")
storage.save(scene)
return {
"scene_id": scene_id,
"message": f"Removed UI element '{element_id}'",
"element_id": element_id
}
def get_ui_elements(scene_id: str) -> Dict[str, Any]:
"""
Get all UI elements in the scene.
Args:
scene_id: ID of the scene
Returns:
Dictionary with all UI elements
"""
scene = storage.get(scene_id)
if not scene:
raise ValueError(f"Scene '{scene_id}' not found")
ui_elements = scene.get("ui_elements", [])
return {
"scene_id": scene_id,
"ui_elements": ui_elements,
"count": len(ui_elements)
}