pygo/sgc/widgets/button.py

163 lines
5.7 KiB
Python
Raw Normal View History

2012-04-14 22:38:47 +00:00
#!/usr/bin/env python
# Copyright (C) 2010-2012 Sam Bull
"""
Button widget, allows input from the user clicking the button.
"""
import pygame
from pygame.locals import *
from _locals import *
from base_widget import Simple
class Button(Simple):
"""
A clickable button.
Images:
'image': The default button state.
'over': The image used when the cursor is hovering over the button.
'down': The image used when the user is clicking down on the button.
"""
_can_focus = True
_default_size = (110, 50)
_available_images = ("over", "down")
_settings_default = {"label": ("",), "col": (127, 127, 169),
"label_col": Font.col}
_state = None
_draw_rect = False
def _config(self, **kwargs):
"""
label: ``str`` Text to display on the button.
col: ``tuple`` (r,g,b) The central colour used if no image is
provided. If you want to avoid the colours saturating keep the
RGB values below 200.
label_col: ``tuple`` (r,g,b) The text colour for the button's label.
"""
# Label in middle of button
if "label" in kwargs:
# Save string as first argument
self._settings["label"] = [kwargs["label"]]
self._draw_label()
if "col" in kwargs:
self._settings["col"] = kwargs["col"]
if "label_col" in kwargs:
self._settings["label_col"] = kwargs["label_col"]
self._draw_label()
def _draw_label(self):
# Clear previous renderings
del self._settings["label"][1:]
label = self._settings["label"][0].split("\n")
for count, line in enumerate(label):
lbl = Simple(Font["widget"].render(line, True,
self._settings["label_col"]))
self._settings["label"].append(lbl)
y = (self.rect.h - (lbl.rect.h * len(label))) / 2 + \
(lbl.rect.h * count)
lbl.rect.midtop = (self.rect.w/2, y)
def _draw(self, draw):
# Frames around edge of button
x = min(self.image.get_size()) / 8
self._frame_lt = ((0,0), (self.rect.w,0), (self.rect.w-x,x),
(x,x), (x,self.rect.h-x), (0,self.rect.h))
self._frame_rb = ((self.rect.w,self.rect.h),
(0,self.rect.h), (x,self.rect.h-x),
(self.rect.w-x,self.rect.h-x),
(self.rect.w-x,x), (self.rect.w,0))
cols = {}
cols["image"] = self._settings["col"]
cols["over"] = [min(c*1.1, 255) for c in self._settings["col"]]
cols["down"] = [c*0.8 for c in self._settings["col"]]
for img in cols:
if not self._custom_image:
self._images[img].fill(cols[img])
# Draw a frame around the edges of the button
frame_lt_c = [min(c*1.3,255) for c in cols[img]]
frame_rb_c = [c*0.8 for c in cols[img]]
draw.polygon(self._images[img], frame_lt_c, self._frame_lt)
draw.polygon(self._images[img], frame_rb_c, self._frame_rb)
# Blit label onto button
for line in self._settings["label"][1:]:
self._images[img].blit(line.image, line.pos)
self._draw_button()
def activate(self):
"""
Called when the button is activated.
Emits an event with attribute 'gui_type' == "activate".
Override this function to use as a callback handler.
"""
ev = pygame.event.Event(GUI, {"gui_type": "activate",
"widget_type": self.__class__,
"widget":self})
pygame.event.post(ev)
def update(self, time):
"""Update the button each frame."""
if self.rect_abs.collidepoint(pygame.mouse.get_pos()):
if self._state not in ("over","down"):
# Draw over state
self._state = "over"
self._draw_button()
elif self._state not in ("off","down"):
# Draw normal state
self._state = "off"
self._draw_button()
def _event(self, event):
"""Respond to events."""
if event.type == MOUSEBUTTONDOWN and event.button == 1:
# Draw down state
self._state = "down"
self._draw_button()
elif event.type == MOUSEBUTTONUP and event.button == 1:
self._state = None
# If releasing mouse on button, call function
if self.rect_abs.collidepoint(event.pos):
self.activate()
elif event.type == KEYDOWN:
if event.key in (K_SPACE, K_RETURN):
self._state = "down"
self._draw_button()
self.activate()
elif event.type == KEYUP:
if event.key in (K_SPACE, K_RETURN):
self._state = None
def _focus_enter(self, focus):
"""Draw rectangle when focus is gained from keyboard."""
if focus == 1:
self._draw_rect = True
self._draw_button()
def _focus_exit(self):
"""Stop drawing rectangle when focus is lost."""
self._draw_rect = False
self._draw_button()
def _draw_button(self):
"""Draw the button."""
if self._state == "off":
self.image = self._images["image"].copy()
elif self._state == "over":
self.image = self._images["over"].copy()
elif self._state == "down":
self.image = self._images["down"].copy()
# Draw dotted rectangle to show keyboard focus
if self._draw_rect:
self._dotted_rect()