Create Button class
parent
0e88ce887d
commit
73393de3a8
128
photoboite.py
128
photoboite.py
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@ -1,61 +1,101 @@
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#!/usr/bin/env python
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import sys, pygame
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pygame.init()
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infos = pygame.display.Info()
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# size = infos.current_w, infos.current_h
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size = 1280, 768
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background = 255, 255, 255
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class Button:
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def __init__(self, size, topleft):
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self.up_image = pygame.image.load('button-up.png').convert_alpha()
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self.up_image = pygame.transform.smoothscale(self.up_image, (size, size))
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screen = pygame.display.set_mode(size)
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self.down_image = pygame.image.load('button-down.png').convert_alpha()
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self.down_image = pygame.transform.smoothscale(self.down_image, (size, size))
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screen.fill(background)
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self.rect = self.up_image.get_rect()
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self.rect.topleft = topleft
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button_size = int(screen.get_width() / 4)
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self.pressed = False
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button_up = pygame.image.load('button-up.png').convert_alpha()
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button_up = pygame.transform.smoothscale(button_up, (button_size, button_size))
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button_down = pygame.image.load('button-down.png').convert_alpha()
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button_down = pygame.transform.smoothscale(button_down, (button_size, button_size))
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button_up_rect = button_up.get_rect()
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button_up_rect.topleft = screen.get_width() - button_size - 20, screen.get_height() / 2 - button_size / 2
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def draw_on(self, screen):
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if self.pressed:
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screen.blit(self.down_image, self.rect)
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else:
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screen.blit(self.up_image, self.rect)
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button2 = pygame.Rect(screen.get_width() - 70, 100, 50, 50)
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def is_pressed(self, pos):
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return self.rect.collidepoint(pos)
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camera = pygame.Rect(20, 20, screen.get_width() - screen.get_width() / 4 - 60, screen.get_height() - 40)
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def press(self):
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self.pressed = True
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self.run()
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font = pygame.font.Font(None, 80)
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def unpress(self):
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self.pressed = False
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i = 0
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pressed = False
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.unicode == 'q':
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sys.exit()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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if button_up_rect.collidepoint(event.pos):
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pressed = True
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elif event.type == pygame.MOUSEBUTTONUP:
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if button_up_rect.collidepoint(event.pos):
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pressed = False
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i += 1
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if button2.collidepoint(event.pos):
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i -= 1
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def run(self):
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print('click')
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screen.fill(background)
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class IncButton(Button):
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def run(self):
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Photoboite.i += 1
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screen.fill((0,0,0), rect=button2)
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screen.fill((0,0,0), rect=camera)
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class DecButton(Button):
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def run(self):
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Photoboite.i -= 1
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text = str(i)
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size = font.size(text)
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ren = font.render(text, 0, (255, 255, 0))
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screen.blit(ren, (40, 40))
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class Photoboite:
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i = 0
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def __init__(self):
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pygame.init()
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self.size = 820, 540
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infos = pygame.display.Info()
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# self.size = infos.current_w, infos.current_h
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self.size = 1280, 768
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self.background = 255, 255, 255
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self.buttons = []
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self.screen = pygame.display.set_mode(self.size)
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button_size = int(self.screen.get_width() / 4)
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topleft = self.screen.get_width() - button_size - 20, self.screen.get_height() / 4 - button_size / 2
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self.buttons.append(IncButton(button_size, topleft))
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self.buttons.append(DecButton(50, (70, 400)))
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self.camera = pygame.Rect(20, 20, self.screen.get_width() - self.screen.get_width() / 4 - 60, self.screen.get_height() - 40)
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self.font = pygame.font.Font(None, 80)
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if pressed:
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screen.blit(button_down, button_up_rect)
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else:
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screen.blit(button_up, button_up_rect)
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pygame.display.flip()
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def run(self):
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pressed = False
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while True:
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for event in pygame.event.get():
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if event.type == pygame.QUIT or event.type == pygame.KEYDOWN and event.unicode == 'q':
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sys.exit()
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elif event.type == pygame.MOUSEBUTTONDOWN:
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for button in self.buttons:
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if button.is_pressed(event.pos):
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button.press()
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elif event.type == pygame.MOUSEBUTTONUP:
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for button in self.buttons:
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if button.is_pressed(event.pos):
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button.unpress()
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self.screen.fill(self.background)
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self.screen.fill((0,0,0), rect=self.camera)
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text = str(Photoboite.i)
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size = self.font.size(text)
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ren = self.font.render(text, 0, (255, 255, 0))
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self.screen.blit(ren, (40, 40))
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for button in self.buttons:
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button.draw_on(self.screen)
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pygame.display.flip()
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photoboite = Photoboite()
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photoboite.run()
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