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