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button.py
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button.py
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import pygame
import states
import control
class Button(object):
def __init__(self, x, y, image, scale, command):
width = image.get_width()
height = image.get_height()
self.image = pygame.transform.scale(image, (int(width * scale), int(height * scale)))
self.rect = self.image.get_rect()
self.rect.topleft = (x, y)
self.hovered = False
self.clicked = False
self.command = command
self.call_on_release = True
def draw(self, surface):
surface.blit(self.image, (self.rect.x, self.rect.y))
def get_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
self.on_click(event)
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
self.on_release(event)
def on_click(self, event):
if self.rect.collidepoint(event.pos):
self.clicked = True
if not self.call_on_release:
self.function()
def on_release(self, event):
if self.clicked and self.call_on_release:
#if user is still within button rect upon mouse release
if self.rect.collidepoint(pygame.mouse.get_pos()):
self.command()
self.clicked = False
def check_hover(self):
if self.rect.collidepoint(pygame.mouse.get_pos()):
if not self.hovered:
self.hovered = True
else:
self.hovered = False
def update(self):
pass