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button.py
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import pygame
import os
from fontobjects import render_text
class Button:
def __init__(self,
POSITION,
SIZE,
TEXT="",
IMAGE=None,
IMAGEPATH="",
ALIGN="CENTER",
COLOR=(255, 255, 255),
TRANSPARENCY=100,
TEXTCOLOR=(0, 0, 0),
TEXTPOS=(0, 0),
TEXTALIGN="CENTER",
TEXTSIZE=20,
FONTSTYLE="freesansbold.ttf"):
self.pos = POSITION
self.size = SIZE
self.align = ALIGN
self.text = TEXT
self.color = COLOR
self.textcolor = TEXTCOLOR
self.textpos = TEXTPOS
self.textalign = TEXTALIGN
self.textsize = TEXTSIZE
self.fontstyle = FONTSTYLE
self.path = IMAGEPATH
self.transparency = TRANSPARENCY
self.hovered = False
if IMAGE is not None:
self.image = pygame.image.load(os.path.join(self.path, IMAGE))
self.image.convert()
else:
self.image = pygame.Surface([self.size[0], self.size[1]], pygame.SRCALPHA).convert()
self.color = (self.color[0], self.color[1], self.color[2], (int(255 / 100 * TRANSPARENCY)))
self.image.fill(self.color)
self.rect = self.image.get_rect()
if self.align == "CENTER":
self.rect.center = self.pos
else:
self.rect.topleft = self.pos
render_text(self.text, self.textpos, self.textsize, self.textcolor, self.fontstyle, self.textalign, self.image)
def update(self, surface):
surface.blit(self.image, self.rect)
if self.hovered:
pygame.draw.rect(surface, (200, 50, 50), self.rect, 2)
def check_pressed(self, cursor):
if self.rect.x < cursor[0] < self.rect.x + self.size[0] and \
self.rect.y < cursor[1] < self.rect.y + self.size[1]:
return True
else:
return False
def check_hover(self, cursor):
if self.rect.x < cursor[0] < self.rect.x + self.size[0] and \
self.rect.y < cursor[1] < self.rect.y + self.size[1]:
self.hovered = True
return True
else:
self.hovered = False