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Button.py
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398 lines (306 loc) · 18 KB
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import pygame
class Button:
def __init__(self, scr: pygame.Surface, rect: pygame.Rect | tuple[int, int, int, int], color: list[int],
on_click_func, image_path: str | None = None,
btn_text: str = "", btntext_color: list[int] = (255, 255, 255),
font_path: str | None = None,
text_size: int = 0, border_thickness: int = 5, border_color: list[int] = (255, 255, 255),
corner_radius: int = 0) -> None:
"""
Required arguments (in this order):
- Surface, Rect, Color, On Click Function
Unrequired arguments (in this order, after the required arguments):
- Button Text*, Button Text Color, Font Path, Text Size**, Border Thickness, Border Color, Corner Radius
**If the Text Size is set to 0, then, it uses this formula to calculate the size:
rh = Rect Height (4th Rect argument)
Text Size = rh - (rh // 3)
:param scr:
:param rect:
:param color:
:param btn_text:
:param btntext_color:
:param on_click_func:
:param border_thickness:
:param border_color:
:param corner_radius:
"""
self.screen = scr
self.rect = pygame.Rect(rect)
self.color = color
self.text = btn_text
self.text_size = text_size
self.text_color = btntext_color
self.font_path = font_path
self.on_click = on_click_func
self.active = True
self.show = True
self.border_thickness = border_thickness
self.border_color = border_color
self.original_color = color
self.original_border_color = border_color
self.is_being_pressed = False
self.image_path = image_path
if corner_radius < 0:
raise ValueError(f"Corner radius cannot be negative. ({corner_radius})")
else:
self.corner_radius = corner_radius
return
def handle(self) -> None:
if self.show:
if not self.image_path:
if self.corner_radius == 0:
pygame.draw.rect(self.screen, self.border_color,
(self.rect[0] - self.border_thickness, self.rect[1] - self.border_thickness,
self.rect[2] + (self.border_thickness * 2), self.rect[3] + (self.border_thickness * 2)
))
pygame.draw.rect(self.screen, self.color, self.rect)
else:
# CORNERS
pygame.draw.circle(self.screen, self.border_color,
(self.rect[0], self.rect[1]),
self.corner_radius, draw_top_left=True) # TOP LEFT
pygame.draw.circle(self.screen, self.border_color,
(
self.rect[0] + self.rect[2],
self.rect[1]),
self.corner_radius, draw_top_right=True) # TOP RIGHT
pygame.draw.circle(self.screen, self.border_color,
(
self.rect[0],
self.rect[1] + self.rect[3]),
self.corner_radius, draw_bottom_left=True) # BOTTOM LEFT
pygame.draw.circle(self.screen, self.border_color,
(self.rect[0] + self.rect[2],
self.rect[1] + self.rect[3]),
self.corner_radius, draw_bottom_right=True) # BOTTOM RIGHT
# LINES
pygame.draw.line(self.screen, self.border_color,
(self.rect[0], self.rect[1] - self.corner_radius / 2),
(self.rect[0]+self.rect[2], self.rect[1]-self.corner_radius/2),
width=self.corner_radius + 1) # top line
pygame.draw.line(self.screen, self.border_color,
(self.rect[0] - (self.corner_radius / 2),
self.rect[1]),
(self.rect[0] - (self.corner_radius / 2),
self.rect[1] + self.rect[3]),
width=self.corner_radius + 1) # left line
pygame.draw.line(self.screen, self.border_color,
(self.rect[0],
self.rect[1] + self.rect[3] + self.corner_radius / 2),
(self.rect[0] + self.rect[2],
self.rect[1] + self.rect[3] + self.corner_radius / 2),
width=self.corner_radius + 1) # bottom line
pygame.draw.line(self.screen, self.border_color,
(self.rect[0] + self.rect[2] + self.corner_radius / 2,
self.rect[1]),
(self.rect[0] + self.rect[2] + self.corner_radius / 2,
self.rect[1] + self.rect[3]),
width=self.corner_radius + 1) # right line
# FILL
pygame.draw.rect(self.screen, self.border_color, self.rect)
# CORNERS
pygame.draw.circle(self.screen, self.color,
(self.rect[0] + self.corner_radius, self.rect[1] + self.corner_radius),
self.corner_radius, draw_top_left=True) # TOP LEFT
pygame.draw.circle(self.screen, self.color,
(
self.rect[0] + self.rect[2] - self.corner_radius, self.rect[1] + self.corner_radius),
self.corner_radius, draw_top_right=True) # TOP RIGHT
pygame.draw.circle(self.screen, self.color,
(
self.rect[0] + self.corner_radius, self.rect[1] + self.rect[3] - self.corner_radius),
self.corner_radius, draw_bottom_left=True) # BOTTOM LEFT
pygame.draw.circle(self.screen, self.color,
(self.rect[0] + self.rect[2] - self.corner_radius,
self.rect[1] + self.rect[3] - self.corner_radius),
self.corner_radius, draw_bottom_right=True) # BOTTOM RIGHT
# LINES
pygame.draw.line(self.screen, self.color,
(self.rect[0] + self.corner_radius, self.rect[1] + self.corner_radius / 2),
(self.rect[0] + self.rect[2] - self.corner_radius,
self.rect[1] + self.corner_radius / 2),
width=self.corner_radius + 1) # top line
pygame.draw.line(self.screen, self.color,
(self.rect[0] + (self.corner_radius / 2), self.rect[1] + self.corner_radius),
(self.rect[0] + (self.corner_radius / 2),
self.rect[1] + self.rect[3] - self.corner_radius),
width=self.corner_radius + 1) # left line
pygame.draw.line(self.screen, self.color,
(self.rect[0] + self.corner_radius,
self.rect[1] + self.rect[3] - self.corner_radius / 2),
(self.rect[0] + self.rect[2] - self.corner_radius,
self.rect[1] + self.rect[3] - self.corner_radius / 2),
width=self.corner_radius + 1) # bottom line
pygame.draw.line(self.screen, self.color,
(self.rect[0] + self.rect[2] - self.corner_radius / 2,
self.rect[1] + self.corner_radius),
(self.rect[0] + self.rect[2] - self.corner_radius / 2,
self.rect[1] + self.rect[3] - self.corner_radius),
width=self.corner_radius + 1) # right line
# FILL
pygame.draw.rect(self.screen, self.color, (self.rect[0] + self.corner_radius,
self.rect[1] + self.corner_radius,
self.rect[2] - self.corner_radius * 2,
self.rect[3] - self.corner_radius * 2))
debug = False
if debug:
# DEBUG THINGIES
pygame.draw.circle(self.screen, (255, 0, 0),
(self.rect[0], self.rect[1]), 7) # top left
pygame.draw.circle(self.screen, (0, 255, 0),
(self.rect[0] + self.rect[2], self.rect[1]), 7) # top right
pygame.draw.circle(self.screen, (0, 0, 255),
(self.rect[0], self.rect[1] + self.rect[3]), 7) # bottom left
pygame.draw.circle(self.screen, (255, 0, 255),
(self.rect[0] + self.rect[2], self.rect[1] + self.rect[3]), 7) # bottom right
if self.text_size > 0:
size = self.text_size
else:
size = self.rect[3] - (self.rect[3] // 3)
btn_font = pygame.font.Font(self.font_path, size)
textobj = btn_font.render(self.text, True, self.text_color)
textobj_rect = textobj.get_rect()
textobj_rect.center = (self.rect[0] + self.rect[2] // 2, self.rect[1] + self.rect[3] // 2)
self.screen.blit(textobj, textobj_rect)
mouse_pos = pygame.mouse.get_pos()
if self.rect.colliderect((mouse_pos[0], mouse_pos[1], 1, 1)) and self.active:
self.color = [max(0, x - 20) for x in self.original_color]
self.border_color = [max(0, x - 20) for x in self.original_border_color]
if pygame.mouse.get_pressed()[0]:
if not self.is_being_pressed:
self.on_click()
self.color = [max(0, x - 30) for x in self.original_color]
self.border_color = [max(0, x - 30) for x in self.original_border_color]
self.is_being_pressed = True
elif not pygame.mouse.get_pressed()[0]:
if self.is_being_pressed:
self.color = self.original_color
self.border_color = self.original_border_color
self.is_being_pressed = False
else:
self.color = self.original_color
self.border_color = self.original_border_color
return
else:
image_texture = pygame.image.load(self.image_path)
resized_image = pygame.transform.scale(image_texture, (self.rect.width, self.rect.height))
self.screen.blit(resized_image, self.rect)
pygame.draw.circle(self.screen, self.border_color,
(self.rect[0], self.rect[1]),
self.corner_radius, draw_top_left=True) # TOP LEFT
pygame.draw.circle(self.screen, self.border_color,
(
self.rect[0] + self.rect[2],
self.rect[1]),
self.corner_radius, draw_top_right=True) # TOP RIGHT
pygame.draw.circle(self.screen, self.border_color,
(
self.rect[0],
self.rect[1] + self.rect[3]),
self.corner_radius, draw_bottom_left=True) # BOTTOM LEFT
pygame.draw.circle(self.screen, self.border_color,
(self.rect[0] + self.rect[2],
self.rect[1] + self.rect[3]),
self.corner_radius, draw_bottom_right=True) # BOTTOM RIGHT
# LINES
pygame.draw.line(self.screen, self.border_color,
(self.rect[0], self.rect[1] - self.corner_radius / 2),
(self.rect[0] + self.rect[2], self.rect[1] - self.corner_radius / 2),
width=self.corner_radius + 1) # top line
pygame.draw.line(self.screen, self.border_color,
(self.rect[0] - (self.corner_radius / 2),
self.rect[1]),
(self.rect[0] - (self.corner_radius / 2),
self.rect[1] + self.rect[3]),
width=self.corner_radius + 1) # left line
pygame.draw.line(self.screen, self.border_color,
(self.rect[0],
self.rect[1] + self.rect[3] + self.corner_radius / 2),
(self.rect[0] + self.rect[2],
self.rect[1] + self.rect[3] + self.corner_radius / 2),
width=self.corner_radius + 1) # bottom line
pygame.draw.line(self.screen, self.border_color,
(self.rect[0] + self.rect[2] + self.corner_radius / 2,
self.rect[1]),
(self.rect[0] + self.rect[2] + self.corner_radius / 2,
self.rect[1] + self.rect[3]),
width=self.corner_radius + 1) # right line
if self.text_size > 0:
size = self.text_size
else:
size = self.rect[3] - (self.rect[3] // 3)
btn_font = pygame.font.Font(self.font_path, size)
textobj = btn_font.render(self.text, True, self.text_color)
textobj_rect = textobj.get_rect()
textobj_rect.center = (self.rect[0] + self.rect[2] // 2, self.rect[1] + self.rect[3] // 2)
self.screen.blit(textobj, textobj_rect)
mouse_pos = pygame.mouse.get_pos()
if self.rect.colliderect((mouse_pos[0], mouse_pos[1], 1, 1)) and self.active:
self.color = [max(0, x - 20) for x in self.original_color]
self.border_color = [max(0, x - 20) for x in self.original_border_color]
if pygame.mouse.get_pressed()[0]:
if not self.is_being_pressed:
self.on_click()
self.color = [max(0, x - 30) for x in self.original_color]
self.border_color = [max(0, x - 30) for x in self.original_border_color]
self.is_being_pressed = True
elif not pygame.mouse.get_pressed()[0]:
if self.is_being_pressed:
self.color = self.original_color
self.border_color = self.original_border_color
self.is_being_pressed = False
else:
self.color = self.original_color
self.border_color = self.original_border_color
def __str__(self):
return f"Button <{self.text}>"
if __name__ == "__main__":
pygame.init()
WIDTH = 1920
HEIGHT = 1080
FPS = 120
screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.RESIZABLE)
pygame.display.set_caption("Button Test")
clock = pygame.time.Clock()
run = True
fullscreen = False
def on_click():
print(button)
button = Button(
screen, pygame.Rect(300, 300, 500, 100), [255, 0, 0], on_click, "../files/daniil_orlov.png",
"idk 7 maybe 7.2", [255, 255, 255], "files/papyrus.ttf",
0, 15, [67, 67, 67], 20
)
button.show = True
def button_layout_on_click():
print("Hello, world!")
button_layout = Button(
scr=screen, rect=pygame.Rect(950, 300, 300, 100), color=[145, 20, 15], on_click_func=button_layout_on_click,
image_path=None, btn_text="Go to space!", btntext_color=[0, 0, 0],
font_path="../files/DynaPuff-VariableFont_wdth,wght.ttf", text_size=30, border_thickness=15,
border_color=[120, 5, 0], corner_radius=0
)
button_layout.show = True
def handle_keyinputs():
global fullscreen, screen, run
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_F11:
fullscreen = not fullscreen
if fullscreen:
screen = pygame.display.set_mode((1920, 1080), pygame.RESIZABLE)
else:
screen = pygame.display.set_mode((WIDTH, HEIGHT), pygame.FULLSCREEN)
if event.key == pygame.K_q:
run = False
main_color = (32, 32, 32)
while run:
screen.fill(main_color)
button.handle()
button_layout.handle()
for event in pygame.event.get():
handle_keyinputs()
if event.type == pygame.QUIT:
run = False
pygame.display.update()
clock.tick(FPS)
pygame.quit()