L3-Bataille-Navale/source/gui/widget/Button.py

136 lines
4.3 KiB
Python

from typing import Callable, Optional, TYPE_CHECKING
import pyglet
from source.gui.sprite import Sprite
from source.gui.widget.base import Widget
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):
__slots__ = ("on_press", "on_release", "_x", "_y", "_width", "_height", "_text", "_normal_image", "_hover_image",
"_hovering")
def __init__(self,
x: int,
y: int,
width: int,
height: int,
on_press: Optional[Callable] = None,
on_release: Optional[Callable] = None,
normal_image: pyglet.image.AbstractImage = None,
hover_image: pyglet.image.AbstractImage = None,
text_batch: pyglet.graphics.Batch = None,
normal_batch: pyglet.graphics.Batch = None,
hover_batch: pyglet.graphics.Batch = None,
*args, **kwargs
):
# TODO: use batch
# TODO: use texture bin and animation to simplify the image handling ?
# TODO: add an image when the mouse click ?
# 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",
batch=text_batch,
*args, **kwargs
)
# hovering and background
self._hovering = False
self._normal_sprite = Sprite(normal_image, batch=normal_batch)
self._hover_sprite = Sprite(hover_image, batch=hover_batch)
# 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_size(self):
for sprite in self._normal_sprite, self._hover_sprite:
sprite.x = self.x
sprite.y = self.y
sprite.width = self.width
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 background_sprite(self) -> Optional[pyglet.sprite.Sprite]:
return self._hover_sprite if self._hovering else self._normal_sprite
@property
def bbox(self) -> tuple[int, int, int, int]:
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
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):
if not in_bbox((x, y), self.bbox): return
if 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 (bg := self.background_sprite) is not None: bg.draw()
self._label.draw()