from typing import Callable, Optional, TYPE_CHECKING import pyglet from source.gui.sprite import Sprite from source.gui.widget.base import Widget from source.type import BBox from source.utils import in_bbox if TYPE_CHECKING: from typing import Self from source.gui.scene.base import Scene from source.gui.window import Window class Button(Widget): def __init__(self, x: int, y: int, width: int, height: int, normal_image: pyglet.image.AbstractImage, hover_image: pyglet.image.AbstractImage = None, click_image: pyglet.image.AbstractImage = None, on_press: Optional[Callable] = None, on_release: Optional[Callable] = None, *args, **kwargs ): # TODO: use batch ? # TODO: use texture bin and animation to simplify the image handling ? # TODO: make x, y, width, height, font_size optionally function to allow dynamic sizing # initialise the value for the property self._x, self._y, self._width, self._height = x, y, width, height # the label used for the text self._label = pyglet.text.Label( anchor_x="center", anchor_y="center", *args, **kwargs ) # the button background self._hovering = False self._clicking = False self._sprite = Sprite(normal_image) self._normal_image = normal_image self._hover_image = hover_image if hover_image is not None else normal_image self._click_image = click_image if click_image is not None else normal_image # the event when the button is clicked self.on_press: Optional[Callable[["Self", "Window", "Scene", int, int, int, int], None]] = on_press self.on_release: Optional[Callable[["Self", "Window", "Scene", int, int, int, int], None]] = on_release # update the size of the widget self._update_size() # function def _update_sprite(self) -> None: self._sprite.image = self.background_image def _update_size(self): self._sprite.x = self.x self._sprite.y = self.y self._sprite.width = self.width self._sprite.height = self.height self._label.x = self.x + (self.width // 2) self._label.y = self.y + (self.height // 2) # button getter and setter @property def hovering(self) -> bool: return self._hovering @hovering.setter def hovering(self, hovering: bool): self._hovering = hovering self._update_sprite() @property def clicking(self) -> bool: return self._clicking @clicking.setter def clicking(self, clicking: bool): self._clicking = clicking self._update_sprite() @property def background_image(self) -> pyglet.image.AbstractImage: return ( self._click_image if self._clicking else self._hover_image if self._hovering else self._normal_image ) @property def bbox(self) -> BBox: return self.x, self.y, self.x + self.width, self.y + self.height # label getter and setter @property def x(self) -> int: return self._x @x.setter def x(self, x: int): self._x = x self._update_size() @property def y(self) -> int: return self._y @y.setter def y(self, y: int): self._y = y self._update_size() @property def width(self) -> int: return self._width @width.setter def width(self, width: int): self._width = width self._update_size() @property def height(self) -> int: return self._height @height.setter def height(self, height: int): self._height = height self._update_size() # event def on_mouse_press(self, window: "Window", scene: "Scene", x: int, y: int, button: int, modifiers: int): if not in_bbox((x, y), self.bbox): return self.clicking = True if self.on_press is not None: self.on_press(self, window, scene, x, y, button, modifiers) def on_mouse_release(self, window: "Window", scene: "Scene", x: int, y: int, button: int, modifiers: int): old_clicking = self.clicking self.clicking = False if not in_bbox((x, y), self.bbox): return # if this button was the one hovered when the click was pressed if old_clicking is True and self.on_release is not None: self.on_release(self, window, scene, x, y, button, modifiers) def on_mouse_motion(self, window: "Window", scene: "Scene", x: int, y: int, dx: int, dy: int): self.hovering = in_bbox((x, y), self.bbox) def on_draw(self, window: "Window", scene: "Scene"): if self._sprite is not None: self._sprite.draw() self._label.draw()