diff --git a/widgets/button.py b/widgets/button.py index 40f914a..a51b530 100644 --- a/widgets/button.py +++ b/widgets/button.py @@ -1,50 +1,93 @@ import pygame class Button: - def __init__(self, screen, x, y, width, height, image_path, colour, action): + def __init__(self, screen, x, y, width, height, action): self.screen = screen self.x = x self.y = y self.width = width self.height = height - self._load_image(image_path) - self.colour = colour + + self.image = None + self.text = None self.action = action - self.active = False + ## Default values + self.font_size = 20 + self.colour = (255, 255, 255) + self.pressed = False - def _load_image(self, image_path): + ## Getters and setters + def get_font_size(self) -> int: + return self.font_size + + def get_text(self) -> str: + return self.text + + def set_font_size(self, font_size: int) -> None: + self.font_size = font_size + + def set_text(self, text: str) -> None: + self.text = text + + def set_image(self, image_path: str) -> None: + self._load_image(image_path) + + def set_action(self, action) -> None: + self.action = action + + ## Private methods + def _load_image(self, image_path: str) -> None: self.image = pygame.image.load(image_path) self.image = pygame.transform.scale(self.image, (self.width, self.height)) - def handle_event(self, event): + def _draw_text(self, text: str, font_size: int) -> None: + font = pygame.font.Font(None, font_size) + text_surface = font.render(text, True, (0, 0, 0)) + text_rect = text_surface.get_rect(center=(self.x + self.width // 2, self.y + self.height // 2)) + self.screen.blit(text_surface, text_rect) + + def _button_press_down(self) -> None: + self.pressed = True + if self.action: + self.action() + + def _button_press_up(self) -> None: + self.pressed = False + pass + + ## Public methods + def handle_event(self, event: pygame.event.Event) -> None: if event.type == pygame.MOUSEBUTTONDOWN: if self.x <= event.pos[0] <= self.x + self.width and self.y <= event.pos[1] <= self.y + self.height: - self.active = not self.active - self.action() + self._button_press_down() + + if self.pressed and event.type == pygame.MOUSEBUTTONUP: + self._button_press_up() - def draw(self): - pygame.draw.rect(self.screen, self.colour, (self.x, self.y, self.width, self.height)) - self.screen.blit(self.image, (self.x, self.y)) + def draw(self) -> None: + if self.pressed: + pygame.draw.rect(self.screen, (200, 200, 200), (self.x, self.y, self.width, self.height)) + else: + pygame.draw.rect(self.screen, self.colour, (self.x, self.y, self.width, self.height)) - def set_image(self, image_path: str): - self._load_image(image_path) - - def set_action(self, action): - self.action = action + if self.image: + self.screen.blit(self.image, (self.x, self.y)) + if self.text: + self._draw_text(self.text, self.font_size) + if __name__ == "__main__": pygame.init() screen = pygame.display.set_mode((700, 700)) - def play_pause(button): - if button.active: - button.set_image("../assets/pause-button.png") - else: - button.set_image("../assets/play-button.png") + def button_action(): + print("Button clicked!") - - button = Button(screen, 100, 100, 100, 100, "../assets/play-button.png", (255, 0, 0), lambda: play_pause(button)) + button = Button(screen, 100, 100, 200, 50, button_action) + button.set_text("Click Me") + button.set_font_size(30) + #button.set_image("assets/play-button.png") # Replace with your image path running = True while running: