123 lines
3.9 KiB
Python
123 lines
3.9 KiB
Python
from typing import Callable, Optional, TYPE_CHECKING
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import pyglet
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from source.gui.widget.base import Widget
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from source.utils import in_bbox
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if TYPE_CHECKING:
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from source.gui.scene.base import Scene
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from source.gui.window import Window
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class Button(Widget):
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__slots__ = ("_x", "_y", "_width", "_height", "_text", "on_press", "on_release", "_normal_image", "_hover_image",
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"_hovering")
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def __init__(self,
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x: int,
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y: int,
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width: int,
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height: int,
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on_press: Optional[Callable] = None,
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on_release: Optional[Callable] = None,
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normal_image: pyglet.image.AbstractImage = None,
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hover_image: pyglet.image.AbstractImage = None,
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*args, **kwargs
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):
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# TODO: use batch
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# TODO: make the label centered in the button
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# TODO: use texture bin and animation to simplify the image handling ?
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self.label = pyglet.text.Label(*args, **kwargs)
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self._hovering = False
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self._normal_sprite = pyglet.sprite.Sprite(normal_image)
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self._hover_sprite = pyglet.sprite.Sprite(hover_image)
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self.on_press: Optional[Callable[["Window", "Scene", int, int, int, int], None]] = on_press
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self.on_release: Optional[Callable[["Window", "Scene", int, int, int, int], None]] = on_release
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self.x: int = x
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self.y: int = y
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self.width: int = width
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self.height: int = height
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# function
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def _update_sprite_size(self, x: int = None, y: int = None, width: int = None, height: int = None):
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for sprite in self._normal_sprite, self._hover_sprite:
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sprite.update(
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x=x,
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y=y,
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scale_x=None if width is None else width / sprite.width,
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scale_y=None if height is None else height / sprite.height,
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)
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# button getter and setter
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@property
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def background_sprite(self) -> Optional[pyglet.sprite.Sprite]:
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return self._hover_sprite if self._hovering else self._normal_sprite
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@property
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def bbox(self) -> tuple[int, int, int, int]:
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return self.x, self.y, self.x + self.width, self.y + self.height
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# label getter and setter
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@property
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def x(self) -> int: return self._x
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@x.setter
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def x(self, value: int):
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self._x = value
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self.label.x = value
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self._update_sprite_size(x=value)
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@property
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def y(self) -> int: return self._y
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@y.setter
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def y(self, value: int):
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self._y = value
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self.label.y = value
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self._update_sprite_size(y=value)
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@property
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def width(self) -> int: return self._width
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@width.setter
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def width(self, value: int):
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self._width = value
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self.label.width = value
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self._update_sprite_size(width=value)
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@property
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def height(self) -> int: return self._height
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@height.setter
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def height(self, value: int):
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self._height = value
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self.label.height = value
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self._update_sprite_size(height=value)
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# event
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def on_mouse_press(self, window: "Window", scene: "Scene", x: int, y: int, button: int, modifiers: int):
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if not in_bbox((x, y), self.bbox): return
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if self.on_press is not None: self.on_press(window, scene, x, y, button, modifiers)
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def on_mouse_release(self, window: "Window", scene: "Scene", x: int, y: int, button: int, modifiers: int):
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if not in_bbox((x, y), self.bbox): return
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if self.on_release is not None: self.on_release(window, scene, x, y, button, modifiers)
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def on_mouse_motion(self, window: "Window", scene: "Scene", x: int, y: int, dx: int, dy: int):
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self._hovering = in_bbox((x, y), self.bbox)
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def on_draw(self, window: "Window", scene: "Scene"):
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if (bg := self.background_sprite) is not None:
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bg.draw()
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self.label.draw()
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