Create Button class

master
Guillaume Dott 2017-09-27 00:04:44 +02:00
parent 0e88ce887d
commit 73393de3a8
1 changed files with 84 additions and 44 deletions

View File

@ -1,61 +1,101 @@
#!/usr/bin/env python
import sys, pygame
class Button:
def __init__(self, size, topleft):
self.up_image = pygame.image.load('button-up.png').convert_alpha()
self.up_image = pygame.transform.smoothscale(self.up_image, (size, size))
self.down_image = pygame.image.load('button-down.png').convert_alpha()
self.down_image = pygame.transform.smoothscale(self.down_image, (size, size))
self.rect = self.up_image.get_rect()
self.rect.topleft = topleft
self.pressed = False
def draw_on(self, screen):
if self.pressed:
screen.blit(self.down_image, self.rect)
else:
screen.blit(self.up_image, self.rect)
def is_pressed(self, pos):
return self.rect.collidepoint(pos)
def press(self):
self.pressed = True
self.run()
def unpress(self):
self.pressed = False
def run(self):
print('click')
class IncButton(Button):
def run(self):
Photoboite.i += 1
class DecButton(Button):
def run(self):
Photoboite.i -= 1
class Photoboite:
i = 0
def __init__(self):
pygame.init()
self.size = 820, 540
infos = pygame.display.Info()
# size = infos.current_w, infos.current_h
size = 1280, 768
background = 255, 255, 255
# self.size = infos.current_w, infos.current_h
self.size = 1280, 768
self.background = 255, 255, 255
self.buttons = []
screen = pygame.display.set_mode(size)
self.screen = pygame.display.set_mode(self.size)
screen.fill(background)
button_size = int(self.screen.get_width() / 4)
topleft = self.screen.get_width() - button_size - 20, self.screen.get_height() / 4 - button_size / 2
button_size = int(screen.get_width() / 4)
self.buttons.append(IncButton(button_size, topleft))
self.buttons.append(DecButton(50, (70, 400)))
button_up = pygame.image.load('button-up.png').convert_alpha()
button_up = pygame.transform.smoothscale(button_up, (button_size, button_size))
button_down = pygame.image.load('button-down.png').convert_alpha()
button_down = pygame.transform.smoothscale(button_down, (button_size, button_size))
button_up_rect = button_up.get_rect()
button_up_rect.topleft = screen.get_width() - button_size - 20, screen.get_height() / 2 - button_size / 2
self.camera = pygame.Rect(20, 20, self.screen.get_width() - self.screen.get_width() / 4 - 60, self.screen.get_height() - 40)
button2 = pygame.Rect(screen.get_width() - 70, 100, 50, 50)
self.font = pygame.font.Font(None, 80)
camera = pygame.Rect(20, 20, screen.get_width() - screen.get_width() / 4 - 60, screen.get_height() - 40)
font = pygame.font.Font(None, 80)
i = 0
def run(self):
pressed = False
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.unicode == 'q':
sys.exit()
elif event.type == pygame.MOUSEBUTTONDOWN:
if button_up_rect.collidepoint(event.pos):
pressed = True
for button in self.buttons:
if button.is_pressed(event.pos):
button.press()
elif event.type == pygame.MOUSEBUTTONUP:
if button_up_rect.collidepoint(event.pos):
pressed = False
i += 1
if button2.collidepoint(event.pos):
i -= 1
for button in self.buttons:
if button.is_pressed(event.pos):
button.unpress()
screen.fill(background)
self.screen.fill(self.background)
screen.fill((0,0,0), rect=button2)
screen.fill((0,0,0), rect=camera)
self.screen.fill((0,0,0), rect=self.camera)
text = str(i)
size = font.size(text)
ren = font.render(text, 0, (255, 255, 0))
screen.blit(ren, (40, 40))
text = str(Photoboite.i)
size = self.font.size(text)
ren = self.font.render(text, 0, (255, 255, 0))
self.screen.blit(ren, (40, 40))
if pressed:
screen.blit(button_down, button_up_rect)
else:
screen.blit(button_up, button_up_rect)
for button in self.buttons:
button.draw_on(self.screen)
pygame.display.flip()
photoboite = Photoboite()
photoboite.run()