def display_buttonBackground(_background, message, pressed, inputPressed): global button global buttonBackground #initialize font pygame.font.init() fontobject = pygame.font.Font(None, 18) #create buttonBackground surface and load the button image buttonBackground = pygame.Surface((512, 50)) buttonBackground.fill(stddraw.pygameColor(stddraw.RED)) button = pygame.image.load(os.path.join('saveIcon.png')) #check to see if the button is pressed if pressed: button.fill(stddraw.pygameColor(stddraw.LIGHT_GRAY)) pygame.draw.line(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (0, 49), (511, 49)) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (10, 10, 260, 30), 0) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.WHITE), (12, 12, 255, 25), 0) if inputPressed: pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.BOOK_BLUE), (10, 10, 259, 29), 2) if len(message) != 0: buttonBackground.blit( fontobject.render(message, 1, stddraw.pygameColor(stddraw.BLACK)), (15, 20)) buttonBackground.blit(button, (290, 10)) _background.blit(buttonBackground, (0, 0)) pygame.display.flip() return buttonBackground
def display_buttonBackground(_background, message, pressed, inputPressed): global button global buttonBackground #initialize font pygame.font.init() fontobject = pygame.font.Font(None, 18) #create buttonBackground surface and load the button image buttonBackground = pygame.Surface((512, 50)) buttonBackground.fill(stddraw.pygameColor(stddraw.RED)) button = pygame.image.load(os.path.join( 'saveIcon.png')) #check to see if the button is pressed if pressed: button.fill(stddraw.pygameColor(stddraw.LIGHT_GRAY)) pygame.draw.line(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (0, 49), (511, 49)) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (10, 10, 260, 30), 0) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.WHITE), (12, 12, 255, 25), 0) if inputPressed: pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.BOOK_BLUE), (10, 10, 259, 29), 2) if len(message) != 0: buttonBackground.blit(fontobject.render(message, 1, stddraw.pygameColor(stddraw.BLACK)), (15, 20)) buttonBackground.blit(button, (290, 10)) _background.blit(buttonBackground, (0, 0)) pygame.display.flip() return buttonBackground
def display_buttonBackground(_background, message): pygame.font.init() fontobject = pygame.font.Font(None, 18) buttonBackground = pygame.Surface((512, 50)) buttonBackground.fill(stddraw.pygameColor(stddraw.RED)) button = pygame.Surface((80, 30)) button.fill(stddraw.pygameColor(stddraw.GRAY)) button.blit(fontobject.render("Save", 1, (0,0,0)), (button.get_width() / 2 - 20, button.get_height() / 2 - 5)) pygame.draw.line(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (0, 49), (511, 49)) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (10, 10, 260, 30), 0) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.WHITE), (12, 12, 255, 25), 0) if len(message) != 0: print "should be printing words" buttonBackground.blit(fontobject.render(message, 1, stddraw.pygameColor(stddraw.BLACK)), (15, 20)) buttonBackground.blit(button, (290, 10)) _background.blit(buttonBackground, (0, 0)) pygame.display.flip() return buttonBackground
def display_buttonBackground(_background, message): pygame.font.init() fontobject = pygame.font.Font(None, 18) buttonBackground = pygame.Surface((512, 50)) buttonBackground.fill(stddraw.pygameColor(stddraw.RED)) button = pygame.Surface((80, 30)) button.fill(stddraw.pygameColor(stddraw.GRAY)) button.blit(fontobject.render("Save", 1, (0, 0, 0)), (button.get_width() / 2 - 20, button.get_height() / 2 - 5)) pygame.draw.line(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (0, 49), (511, 49)) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.BLACK), (10, 10, 260, 30), 0) pygame.draw.rect(buttonBackground, stddraw.pygameColor(stddraw.WHITE), (12, 12, 255, 25), 0) if len(message) != 0: print "should be printing words" buttonBackground.blit( fontobject.render(message, 1, stddraw.pygameColor(stddraw.BLACK)), (15, 20)) buttonBackground.blit(button, (290, 10)) _background.blit(buttonBackground, (0, 0)) pygame.display.flip() return buttonBackground
def window( threadName, delay): ## Main loop. global _surface _background = pygame.display.set_mode([512, 562]) _surface = pygame.Surface((512, 512)) _surface.fill(stddraw.pygameColor(stddraw.WHITE)) _background.blit(_surface, (0, 50)) display_buttonBackground(_background, "") name = get_name(_background) print name + " was entered"
def window(threadName, delay): ## Main loop. global _surface _background = pygame.display.set_mode([512, 562]) _surface = pygame.Surface((512, 512)) _surface.fill(stddraw.pygameColor(stddraw.WHITE)) _background.blit(_surface, (0, 50)) display_buttonBackground(_background, "") name = get_name(_background) print name + " was entered"
def main(): ## Main loop. global _surface global _background _background = pygame.display.set_mode([512, 562]) _surface = pygame.Surface((512, 512)) _surface.fill(stddraw.pygameColor(stddraw.WHITE)) circle(0.5, 0.5, 0.5) _background.blit(_surface, (0, 50)) display_buttonBackground(_background, "", False, False) name = get_name(_background) print name + " was entered"
def circle(x, y, r): """ Draw on the surface a circle of radius r centered on (x, y). """ global _surface ws = stddraw._factorX(2 * r) hs = stddraw._factorY(2 * r) if (ws <= 1) and (hs <= 1): stddraw._pixel(x, y) else: xs = stddraw._scaleX(x) ys = stddraw._scaleY(y) pygame.draw.ellipse(_surface, stddraw.pygameColor(stddraw.BLACK), pygame.Rect(xs - ws / 2, ys - hs / 2, ws, hs), 1)
def circle(x, y, r): """ Draw on the surface a circle of radius r centered on (x, y). """ global _surface ws = stddraw._factorX(2*r) hs = stddraw._factorY(2*r) if (ws <= 1) and (hs <= 1): stddraw._pixel(x, y) else: xs = stddraw._scaleX(x) ys = stddraw._scaleY(y) pygame.draw.ellipse(_surface, stddraw.pygameColor(stddraw.BLACK), pygame.Rect(xs-ws/2, ys-hs/2, ws, hs), 1 )
def filledRectangle(x, y, w, h): """ Draw on the surface a filled rectangle of width w and height h, centered on (x, y). """ global _surface ws = stddraw._factorX(2 * w) hs = stddraw._factorY(2 * h) if (ws <= 1) and (hs <= 1): stddraw._pixel(x, y) else: xs = stddraw._scaleX(x) ys = stddraw._scaleY(y) pygame.draw.rect(_surface, pygameColor(stddraw.pygameColor(stddraw.GRAY)), pygame.Rect(xs - ws / 2, ys - hs / 2, ws, hs), 0) _draw()
def filledRectangle(x, y, w, h): """ Draw on the surface a filled rectangle of width w and height h, centered on (x, y). """ global _surface ws = stddraw._factorX(2*w) hs = stddraw._factorY(2*h) if (ws <= 1) and (hs <= 1): stddraw._pixel(x, y) else: xs = stddraw._scaleX(x) ys = stddraw._scaleY(y) pygame.draw.rect(_surface, pygameColor(stddraw.pygameColor(stddraw.GRAY)), pygame.Rect(xs-ws/2, ys-hs/2, ws, hs), 0) _draw()