Source code for arcade.gui.elements

from typing import Optional

from pyglet.event import EventDispatcher

from arcade import Texture
from arcade.gui import UIElement, UIEvent, MOUSE_PRESS, MOUSE_RELEASE
from arcade.gui.ui_style import UIStyle

[docs]class UIClickable(EventDispatcher, UIElement): """ Texture based UIElement supporting hover and press, this should fit every use case """ CLICKED = 'UIClickable_CLICKED'
[docs] def __init__(self, center_x=0, center_y=0, id: Optional[str] = None, style: UIStyle = None, **kwargs): """ Create a clickable UI Element :param center_x: Center X of element :param center_y: Center Y of element :param id: id of :py:class:`arcade.gui.UIElement` :param style: style of :py:class:`arcade.gui.UIElement` :param kwargs: catches unsupported named parameters """ super().__init__( center_x=center_x, center_y=center_y, id=id, style=style ) self.register_event_type('on_click') self._pressed = False self._hovered = False self._focused = False self._normal_texture: Optional[Texture] = None self._hover_texture: Optional[Texture] = None self._press_texture: Optional[Texture] = None self._focus_texture: Optional[Texture] = None
@property def normal_texture(self): return self._normal_texture @normal_texture.setter def normal_texture(self, texture: Texture): self._normal_texture = texture self.set_proper_texture() @property def hover_texture(self): return self._hover_texture @hover_texture.setter def hover_texture(self, texture: Texture): self._hover_texture = texture self.set_proper_texture() @property def press_texture(self): return self._press_texture @press_texture.setter def press_texture(self, texture: Texture): self._press_texture = texture self.set_proper_texture() @property def focus_texture(self): return self._focus_texture @focus_texture.setter def focus_texture(self, texture: Texture): self._focus_texture = texture self.set_proper_texture() @property def hovered(self): """ True if mouse is over this element, only one element at a time """ return self._hovered @hovered.setter def hovered(self, value): self._hovered = value self.set_proper_texture() @property def pressed(self): """ True if mouse is over this element and mouse button gets pressed, only one element at a time """ return self._pressed @pressed.setter def pressed(self, value): self._pressed = value self.set_proper_texture() @property def focused(self): """ True if mouse is clicked on this element, until click outside of this element """ return self._focused @focused.setter def focused(self, value): self._focused = value self.set_proper_texture()
[docs] def on_ui_event(self, event: UIEvent): if event.type == MOUSE_PRESS and self.collides_with_point((event.get('x'), event.get('y'))): self.on_press() elif event.type == MOUSE_RELEASE and self.pressed: if self.pressed: self.on_release() if self.collides_with_point((event.get('x'), event.get('y'))): self.dispatch_event('on_click') if self.mng: self.mng.dispatch_ui_event(UIEvent(UIClickable.CLICKED, ui_element=self))
[docs] def render(self): """ Render and update textures, called on style change. Initially called while added to :py:class:`arcade.gui.UIManager` Has to be implemented by subclasses of :py:class:`arcade.gui.UIElement`. Recommendation: call :py:meth:`arcade.gui.UIClickable.set_proper_texture()` after setting up the textures if you don't use property textures which handle this. Property textures: * self.normal_texture * self.hover_texture * self.press_texture * self.focus_texture """ raise NotImplementedError()
[docs] def set_proper_texture(self): """ Set normal, mouse-over, or clicked texture. """ if self.pressed and self.press_texture: self.texture = self.press_texture elif self.focused and self.focus_texture: self.texture = self.focus_texture elif self.hovered and self.hover_texture: self.texture = self.hover_texture else: self.texture = self.normal_texture
[docs] def on_hover(self): self.hovered = True
[docs] def on_unhover(self): self.hovered = False
[docs] def on_focus(self): self.focused = True
[docs] def on_unfocus(self): self.focused = False
[docs] def on_press(self): self.pressed = True
[docs] def on_release(self): self.pressed = False
[docs] def on_click(self): pass