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Sections docs (#1396)
* Sections docs * fix docs * added sections to index
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doc/index.rst

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@@ -90,6 +90,7 @@ The Python Arcade Library
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programming_guide/opengl_notes.rst
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programming_guide/gui/index
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programming_guide/performance_tips
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programming_guide/sections
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.. image:: images/API.svg
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:alt: API icon

doc/programming_guide/sections.rst

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.. _sections:
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Sections
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========
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In a simple game, the whole viewport is used to display the game "map".
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In more advanced games it's fairly normal to have this viewport divided into
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different "sections" with different usages. Areas where different information is
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displayed and processed. For example you can have a menu at the top, some info
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panel at the right and the game main "screen" (the "map") covering the rest of
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the viewport.
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To achieve this separation of game logic you have Sections.
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A :class:`Section` is a way to divide a :class:`View` space into smaller parts,
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each one will then receive events redirected depending on configuration and the
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space of the view occupied.
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Sections can isolate code that otherwise goes packed together in a :class:`View`
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. This way the code remains exactly where it belongs and not mixed together with
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code from other parts of the program.
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By configuring a :class:`Section` you can capture some events or for example only
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capture certain keys from keyboard events. Also you can configure which
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events are propagated to other underlying sections or even to the view itself.
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Sections can also be "modal" meaning that they will capture all the events
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first but draw last and also will prevent other views from receiving the
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``on_update`` event.
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Also note that if you don't use sections in your code, nothing changes. Even
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the :class:`SectionManager` is not created if you don't add sections.
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**Key features of Sections:**
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- Divide the screen into logical components (Sections).
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- Event dispatching: a :class:`Section` will capture mouse events based on the space occupied from the view. Also keyboard events will be captured based on configuration.
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- Prevent dispatching: a :class:`Section` can be configured to prevent dispatching events captured or let events flow to other sections underneath.
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- Event capturing order: based on a :class:`Section` insertion order you can configure the order in which sections will capture events.
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- Draw order: you can configure the order in which sections are drawn (sections can overlap!).
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- :class:`Section` "enable" property to show or hide sections. You can toogle that.
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- Modal Sections: sections that draw last but capture all events and also stop
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other sections from updating.
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- Automated camera swich: Sections will try to activate and deactivate cameras when changing between sections.
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**Important: You don't need to cover 100% of the View with sections. Sections**
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**can work with the View as well. Also, Sections can overlap.**
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A simple example
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----------------
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A small program without the use of sections needs to perform some checks
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inside a ``on_mouse_release`` event to know what to do depending on the mouse
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position.
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For example maybe if the mouse is on top of the map you want to do something,
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but if the mouse is somewhere else you may need to do other things.
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This is what this somehow looks without sections:
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.. code:: py
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class MyView(arcade.View):
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# ...
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def on_mouse_release(x: int, y: int, *args, **kwargs):
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if x > 700:
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# click in the side
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do_some_logic_when_side_clicking()
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else:
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# click on the game map
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do_something_in_the_game_map()
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This code can and often become long and with a lot of checks to know what to do.
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By using Sections this is what looks like:
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.. code:: py
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class Map(arcade.Section):
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# ...
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def on_mouse_release(x: int, y: int, *args, **kwargs):
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# clicks on the map are handled here
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pass
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class Side(arcade.Section):
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# ...
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def on_mouse_release(x: int, y: int, *args, **kwargs):
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# clicks on the side of the screen are handled here
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pass
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class MyView(arcade.View):
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def __init__(self, *args, **kwargs):
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self.map_section = Map(0, 0, 700, self.window.height)
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self.side_section = SideSpace(700, 0, 100, self.window.height)
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self.add_section(self.map_section)
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self.add_section(self.side_section)
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# ...
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How to work with Sections
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-------------------------
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To work with sections you first need to have a :class:`View`. Sections depend on
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Views and are handled by a special :class:`SectionManager` inside the
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:class:`View`. Don't worry, 99% of the time you won't need to interact with the
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:class:`SectionManager`.
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To create a :class:`Section` start by inheriting from ``arcade.Section``.
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Based on the :class:`Section` configuration your section will start receiving
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events from the View :class:`SectionManager`. A :class:`Section` has all the
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events a :class:`View` has like ``on_draw``, ``on_update``, ``on_mouse_press``,
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etc.
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On instantiation define the positional arguments (left, bottom, width, height)
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of the section. These are very important properties of a :class:`Section`: as they
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define the event capture rectangular area.
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Properties of a :class:`Section`:
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**position: (left, bottom, width, height)**:
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This are mandatory arguments that you need to provide when instantiating a
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:class:`Section`. This is very important as this rectangular positioning
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will determine the event capture space for mouse related events.
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This also will help you determine inside a class the space that is
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holding for example when you want to draw something or calculate coordinates.
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**name:**
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A :class:`Section` can optionally get a name so it will be easier to
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debug and indetify what Section is doing what. When logging for example
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is very nice to log the :class:`Section` name at the beginnig so you
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have a reference from where the log was generated.
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**accept_keyboard_keys:**
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This allows to tell if a :class:`Section` can receive keyboard events
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(accept_keyboard_keys=False) or to tell which keyboard keys are captured
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in this :class:`Section` (accept_keyboard_keys={arade.key.UP, arcade.key.DOWN})
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**accept_mouse_events:**
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This allows to tell if a :class:`Section` can receive mouse events or which
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mouse events are accepted.
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For example: accept_mouse_events={'on_mouse_move'} means only mouse move events
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will be captured.
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**prevent_dispatch:**
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This tells a :class:`Section` if it should prevent the dispatching of certain
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events to other sections down event capture stream. By default a :class:`Section`
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will prevent dispatching all handled events.
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By passing ``prevent_dispatch={'on_mouse_press'}`` all events will propagate
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down the event capture stream except the ``on_mouse_press`` event.
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**prevent_dispatch_view:**
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This allows to tell if a :class:`Section` if events (and what events) should
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not be dispatched to the underlying :class:`View`.
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This is handy if you want to do some action in the :class:`View` code whether
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or not the event was handled by another :class:`Section`. By default a
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:class:`Section` will prevent dispatching all handled events to the :class:`View`.
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**local_mouse_coordinates:**
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If True the section mouse events will receive x, y coordinates section
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related to the section dimensions and position (not related to the screen).
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**enabled:**
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By default all sections are enabled. This allows to tell if this particuar
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:class:`Section` should be enabled or not. If a :class:`Section` is not
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enabled, it will not capture any event, draw, update, etc. It will be
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as it didn't exist.
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You can enable and disable sections at any time allowing some cool efects.
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**modal:**
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This tells the :class:`SectionManager` that this :class:`Section` is modal.
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This means that the :class:`Section` will capture all events first and not
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deliver any events to the underlying sections or view. Also, It will draw
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last (on top of other ``on_draw`` calls). When enabled a modal :class:`Section`
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will prevent all other sections from receive ``on_update`` events.
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**draw_order:**
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This allows to define the draw order this :class:`Section` will have.
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This is handy when you have overlaping sections and you want some
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:class:`Section` to be drawn ontop of another.
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By default sections will be draw in the order they are added (except modal
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sections).
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Other handy :class:`Section` properties:
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- block_updates: if True this section will not have the ``on_update`` method called.
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- camera: this is meant to hold a ``arcade.Camera`` but it is None by default. The SectionManager will trigger the use of the camera when is needed automatically.
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Handy :class:`Section`: methods:
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- overlaps_with: this will tell if another :class:`Section` overlaps with this one.
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- mouse_is_on_top: this will tell if given a x, y coodinate, the mouse is on top of the section.
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- get_xy_screen_relative: get screen x, y coordinates from x, y section coordinates.
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- get_xy_section_relative: get section x, y coordinates from x, y screen coordinates.
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Sections configuration and logic with an example
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------------------------------------------------
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Imagine a game where you have this basic components:
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- A 800x600 screen viewport
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- A game map
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- A menu bar at the top of the screen
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- A side right panel with data from the game
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- Popup messages (dialogs)
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With this configuration you can divide this logic into sections with a some
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configuration.
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Lets look what this configuration may look:
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.. code:: py
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import arcade
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class Map(arcade.Section):
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#... define all the section logic
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class Menu(arcade.Section):
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#... define all the section logic
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class Panel(arcade.Section):
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#... define all the section logic
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class PopUp(arcade.Section):
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def __init__(message, *args, **kwargs):
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super().__init(*args, **kwargs)
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self.message = message
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# define draw logic, etc...
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class MyView(arcade.View):
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def __init__(self, *args, **kwargs):
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self.map = Map(left=0, bottom=0, width=600, height=550,
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name='Map', draw_order=2)
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self.menu = Menu(left=0, bottom=550, width=800, height=50,
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name='Menu', accept_keyboard_keys=False,
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accept_mouse_events={'on_mouse_press'})
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self.panel = Panel(left=600, bottom=0, width=200, height=550,
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name='Panel', accept_keyboard_keys=False,
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accept_mouse_events=False)
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popup_left = (self.view.window.width // 2) - 200
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popup_bottom = (self.view.window.height // 2) - 100
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popup_width = 400
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popup_height = 200
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self.popup = PopUp(message='', popup_left, popup_bottom, popup_width,
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popup_height, enabled=False, modal=True)
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def close():
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self.popup.message = 'Are you sure you want to close the view?'
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self.popup.enabled = True
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Lets go step by step.
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First we configure a Map section that will hold the map. This Section will start at
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left, bottom = 0,0 and will not occupy the whole screen.
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Mouse events that occur outside of this coordinates will not be handled by the Map
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event handlers. So Map will only needs to take care of what happens inside the map.
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Second we configure a Menu section that will hold some buttons. This menu takes the top
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space of the screen that the Map has left. The Map + the Menu will occupy 100% of the height
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of the screen. The menu section is configured to not receive any keyboard events and
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to only receive on_mouse_press events, ignoring all other type of mouse events.
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Third, the Panel also doesn't receive keyboard events. So the Map is the only handling
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keyboard events at the moment. Also no mouse events are allowed in the panel.
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This panel is just to show data.
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For the last part notice that we define a section that it will be disabled at first
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and that is modal. This section will render something with a message.
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The section is used when the close method of the view is called. Because PopUp is a
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modal section, when enabled it's rendered on top of everything. Also, all other
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section stoped updating and all events are captured by the modal section.
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So in brief we are "stopping" the world outside the popup section.
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Section Unique Events
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---------------------
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There a few unique events that belong to sections and are somehow special in the way they are triggered:
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**``on_mouse_enter`` and ``on_mouse_leave``:**
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These events are triggered on two ocasions: when the mouse enters/leaves the
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view and when the :class:`SectionManager` detects by mouse motion (or dragging)
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that the mouse has enter / leaved the section dimensions.
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**``on_show_section`` and ``on_hide_section``:**
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There events are triggered only when the section is enabled and under
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certain circumstances that must be known:
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- When the section is added or removed from the :class:`SectionManager` and the :class:`View` is currently being shown
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- When the section is enabled or disabled
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- When Window calls ``on_show_view`` or ``on_hide_view``
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The Section Manager
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-------------------
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Behind the scenes, when sections are added to the :class:`View` the
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:class:`SectionManager` is what will handle all events instead of
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the :class:`View` itself.
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You can access the :class:`SectionManager` by accessing the ``View.section_manager``.
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Usually you won't need to work with the :class:`SectionManager`, but there are
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some cases where you will need to work with it.
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You add sections usually with ``View.add_section`` but the same method exists on
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the :class:`SectionManager`. Also you have a ``remove_section`` and a
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``clear_sections`` method.
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You can ``enable`` or ``disable`` the :class:`SectionManager` to completely
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enable or disable all sections at once.
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There are some other functionality exposed from the :class:`SectionManager` like
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``get_section_by_name`` that can also be useful. Check the api to know about those.
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Also there are three attributes that can be configured in the :class:`SectionManager`
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that are useful and important sometimes.
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By default, ``on_draw``, ``on_update`` and ``on_resize`` are events that will always
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be triggered in the :class:`View` before the any section has triggered them.
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This is the default but you can configure this with the following attributes:
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-``view_draw_first``
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-``view_update_first``
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-``view_resize_first``
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Both three work the same way:
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- True (default) to trigger that event in the :class:`View` before the sections.
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- False so it's triggered in the :class:`View` after sections corresponding methods.
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- None to not trigger that event in the :class:`View` at all.

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