222 lines
8.7 KiB
Python
222 lines
8.7 KiB
Python
import pygame
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from math import floor
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class Button:
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# constructor that can be used to set parameters of Button instance
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def __init__(
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self,
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position,
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dimensions,
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text="",
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box_color=(195, 195, 195),
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font=pygame.font.get_default_font(),
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font_color=(50, 50, 50),
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font_size=None,
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is_visible=True,
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is_active=True,
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fit_text=True,
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outline=True,
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outline_thickness=None,
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outline_color=(50, 50, 50),
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box_transform_hover=1.16,
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box_transform_inactive=0.9,
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font_transform_hover=1.24,
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font_transform_inactive=0.85
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):
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# extracting and setting values
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smaller_dimension = min(dimensions)
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width, height = dimensions
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# counting default outline thickness
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default_outline_thickness = (smaller_dimension + (width + height) / 4) / 50
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# setting attributes
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self.position = position
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self.dimensions = dimensions
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self.text = text
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self.box_color = _get_proper_rgb(box_color)
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self.font_color = _get_proper_rgb(font_color)
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self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2))
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self.font = pygame.font.SysFont(font, self.font_size)
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self.is_visible = is_visible
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self.is_active = is_active
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self.fit_text = fit_text
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self.outline = outline
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self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness)
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self.outline_color = _get_proper_rgb(outline_color)
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self.box_transform_hover = box_transform_hover
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self.box_transform_inactive = box_transform_inactive
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self.font_transform_hover = font_transform_hover
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self.font_transform_inactive = font_transform_inactive
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# rendering text to get it's width and height
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rendered_text = self.font.render(text, True, (0, 0, 0))
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# if text is out of bounds and fit_text=True - resizing text to fit the box
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if self.fit_text and rendered_text.get_width() > self.dimensions[0]:
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self.font_size = floor(self.font_size / (rendered_text.get_width() / width + 0.1))
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self.font = pygame.font.SysFont(font, self.font_size)
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# counting colors on: hover, inactive
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self.box_hover_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_hover)))
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self.box_inactive_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_inactive)))
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self.font_hover_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_hover)))
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self.font_inactive_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_inactive)))
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# draws the Button instance
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def draw(self, window, mouse_position):
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# if is_visible=True - drawing Button
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if self.is_visible:
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# extracting and setting values from attributes
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box_x, box_y = self.position
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width, height = self.dimensions
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# if outline=True - drawing an outline
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if self.outline:
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padding = self.outline_thickness
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outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding)
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pygame.draw.rect(window, self.outline_color, outline_coordinates)
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# setting values accordingly to InputBox'es state
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# is active and mouse is not over
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if not self.is_over(mouse_position) and self.is_active:
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pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height))
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text_color = self.font_color
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# is active and mouse is over
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elif self.is_active:
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pygame.draw.rect(window, self.box_hover_color, (box_x, box_y, width, height))
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text_color = self.font_hover_color
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# is not active
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else:
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pygame.draw.rect(window, self.box_inactive_color, (box_x, box_y, width, height))
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text_color = self.font_inactive_color
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# rendering text and counting its coordinates
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rendered_text = self.font.render(self.text, True, text_color)
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rendered_text_x = box_x + width / 2 - rendered_text.get_width() / 2
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rendered_text_y = box_y + height / 2 - rendered_text.get_height() / 2
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# drawing the text on the coordinates
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window.blit(rendered_text, (rendered_text_x, rendered_text_y))
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# returns True if the Button is clicked, or False otherwise
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def is_clicked(self, mouse_position, events):
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# if is_active=True and mouse is over the Button - checking if mouse is clicked
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if self.is_active and self.is_over(mouse_position):
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# if mouse is clicked returning True, otherwise False
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for event in events:
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if event.type == pygame.MOUSEBUTTONUP:
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return True
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return False
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# checks if a position is over the InputBox and returns True or False
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def is_over(self, position):
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mouse_x, mouse_y = position
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button_x, button_y = self.position
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width, height = self.dimensions
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return button_x <= mouse_x <= (button_x + width) and button_y <= mouse_y <= (button_y + height)
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# returns text value
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def get_text(self):
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return self.text
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# sets chosen coordinates
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def set_coordinates(self, position=None, dimensions=None, outline_thickness=None):
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if position is not None:
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self.position = position
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if dimensions is not None:
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self.dimensions = dimensions
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if outline_thickness is not None:
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self.outline_thickness = outline_thickness
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# sets text attribute
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def set_text(self, text):
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self.text = text
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# sets chosen font attributes
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def set_font(self, font=None, font_size=None):
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if font_size is not None:
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self.font_size = font_size
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# rendering text to get it's width and height
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rendered_text = self.font.render(self.text, True, (0, 0, 0))
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# if text is out of bounds and fit_text=True - resizing text to fit the box
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if self.fit_text and rendered_text.get_width() > self.dimensions[0]:
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self.font_size = floor(self.font_size / (rendered_text.get_width() / self.dimensions[0] + 0.1))
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self.font = pygame.font.SysFont(font, self.font_size)
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if font is not None:
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self.font = pygame.font.SysFont(font, self.font_size)
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# sets chosen color attributes
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def set_colors(
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self,
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box_color=None,
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font_color=None,
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outline_color=None,
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box_transform_hover=None,
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box_transform_inactive=None,
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font_transform_hover=None,
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font_transform_inactive=None
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):
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if box_color is not None:
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self.box_color = _get_proper_rgb(box_color)
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if font_color is not None:
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self.font_color = _get_proper_rgb(font_color)
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if outline_color is not None:
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self.outline_color = _get_proper_rgb(outline_color)
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if box_transform_hover is not None:
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self.box_transform_hover = box_transform_hover
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if box_transform_inactive is not None:
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self.box_transform_inactive = box_transform_inactive
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if font_transform_hover is not None:
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self.font_transform_hover = font_transform_hover
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if font_transform_inactive is not None:
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self.font_transform_inactive = font_transform_inactive
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self.box_hover_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_hover)))
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self.box_inactive_color = _get_proper_rgb(tuple(_transform(self.box_color, self.box_transform_inactive)))
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self.font_hover_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_hover)))
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self.font_inactive_color = _get_proper_rgb(tuple(_transform(self.font_color, self.font_transform_inactive)))
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# sets chosen flags
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def set_flags(self, is_visible=None, is_active=None, outline=None):
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if is_visible is not None:
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self.is_visible = is_visible
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if is_active is not None:
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self.is_active = is_active
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if outline is not None:
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self.outline = outline
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def _get_proper_rgb(x):
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r, g, b = x
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r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b)))
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return tuple((r, g, b))
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def _transform(iterable, transform_value):
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return [x * transform_value for x in iterable]
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def _return_value_or_default(value, default):
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return default if value is None else value
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