Added args parameter to all button/hover classes to be able to execute a function with arguments.
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8d4bb14583
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7113e6a8c8
1 changed files with 81 additions and 6 deletions
85
pg.py
85
pg.py
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@ -22,9 +22,10 @@ default_font = pygame.font.Font(pygame.font.get_default_font(), 16)
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class Hover:
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def __init__(self, rect: pygame.Rect, function=None):
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def __init__(self, rect: pygame.Rect, function=None, args: tuple=None):
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self.rect = rect
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self.function = function
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self.args = args
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self.active = True
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@ -34,22 +35,27 @@ class Hover:
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if self.rect.collidepoint((mx, my)):
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if not self.function is None:
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if self.args is None:
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self.function()
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else:
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self.function(*self.args)
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return True
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return False
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class Button:
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def __init__(self, rect: pygame.Rect, function=None, key: int=0): # key: 0 = left 1 = mouse wheel pressed 2 = right
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def __init__(self, rect: pygame.Rect, function=None, args: tuple=None, key: int=0): # key: 0 = left 1 = mouse wheel pressed 2 = right
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self.rect = rect
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self.function = function
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self.args = args
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self.key = key
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self.active = True
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self.hover = Hover(rect, function)
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self.hover = Hover(rect, function, args)
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if buttonlist:
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buttons.append(self)
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@ -63,12 +69,13 @@ class Button:
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class TextButton:
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def __init__(self, text: str, position: tuple, function=None, key: int=0, text_color: tuple=white, bg_color: tuple=gray, font: pygame.font.Font=default_font, padding: tuple=(8, 8), border_radius: int=0, line_thickness: int = 0):
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def __init__(self, text: str, position: tuple, function=None, args: tuple=None, key: int=0, text_color: tuple=white, bg_color: tuple=gray, font: pygame.font.Font=default_font, padding: tuple=(8, 8), border_radius: int=0, line_thickness: int = 0):
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self.text = text
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self.position = position
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self.text_color = text_color
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self.font = font
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self.function = function
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self.args = args
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self.key = key
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self.bg_color = bg_color
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self.padding = padding
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@ -78,7 +85,7 @@ class TextButton:
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self.surface, self.size = self.generate_surface()
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self.rect = self.make_rect()
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self.button = Button(self.rect, self.function, self.key)
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self.button = Button(self.rect, self.function, args, self.key)
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def generate_surface(self):
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text_object = self.font.render(self.text, True, self.text_color)
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@ -242,6 +249,74 @@ class TextInput:
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self.text_object = crop_surface(self.text_object, (t_width - (t_width - (t_width - self.width)), 0), (t_width - (t_width - self.width), t_height))
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class MultilineText:
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"""
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Creates a surface with text on it.
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You can use a "\\n" to create a newline.
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When the max_width parameter is set, newlines generate automatically.
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When you know the width of a single character in your font, yau can set the char_width parameter. It will make the text creation a bit faster.
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Use "surface.blit(multiline_text.surface, pos)" to draw it on a surface.
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"""
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def __init__(self, text: str, font: pygame.font.Font=default_font, color: tuple=white, max_width: int=None, char_width: int=None):
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self.text = text
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self.font = font
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self.color = color
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self.max_width = max_width
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self.char_width = char_width
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if char_width is None: # get the width of a character by the font
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self.char_width = font.render("A", True, white).get_width()
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self.surface = self.generate_surface()
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def generate_surface(self):
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lines = []
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line = ""
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i = 0
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if not self.char_width is None:
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for char in self.text:
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if char == "\n" or (i + 1) * self.char_width > self.max_width:
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lines.append(line)
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line = ""
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else:
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line += char
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else:
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for char in self.text:
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if char == "\n":
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lines.append(line)
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line = ""
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else:
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line += char
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if not lines:
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lines = [line]
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texts = []
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for line in lines:
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texts.append(self.font.render(line, True, self.color))
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w = max(texts, key=lambda t: t.get_width()).get_width()
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h = texts[0].get_height()
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sh = h * len(lines)
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surface = pygame.Surface((w, sh), flags=pygame.SRCALPHA)
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x, y = 0, 0
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for text in texts:
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surface.blit(text, (x, y))
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y += h
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return surface
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def set_rot_point(img, pos):
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w, h = img.get_size()
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w, h = w * 2, h * 2
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