class Button: def __init__(self, x, y, w, h, text, on_click=lambda x: None, padding=0): self.bounds = pygame.Rect(x, y, w, h) # прямоугольный объект self.x = x self.y = y self.w = w self.h = h self.padding = padding self.state = 'normal' self.on_click = on_click self.text = TextObject(x + padding, y + padding, lambda: text, c.button_text_color, c.font_name, c.font_size) @property def back_color(self): return dict(normal=c.button_normal_back_color, hover=c.button_hover_back_color, pressed=c.button_pressed_back_color)[self.state] def draw(self, surface): pygame.draw.rect(surface, self.back_color, self.bounds) self.text.draw(surface) def update(self): pass def handle_mouse_event(self, type, pos): if type == pygame.MOUSEMOTION: self.handle_mouse_move(pos) elif type == pygame.MOUSEBUTTONDOWN: self.handle_mouse_down(pos) elif type == pygame.MOUSEBUTTONUP: self.handle_mouse_up(pos) def handle_mouse_move(self, pos): if self.bounds.collidepoint(pos): if self.state != 'pressed': self.size_button(self.state) self.state = 'hover' else: self.size_button(self.state) self.state = 'normal' def handle_mouse_down(self, pos): if self.bounds.collidepoint(pos): self.size_button(self.state) self.state = 'pressed' def handle_mouse_up(self, pos): if self.state == 'pressed': self.size_button(self.state) self.on_click(self) self.state = 'hover' def size_button(self, state): if self.state != 'normal': self.bounds.height = self.h + c.button_loop_h self.bounds.width = self.w + c.button_loop_w self.bounds.x = self.x - c.button_loop_w // 2 self.bounds.y = self.y - c.button_loop_h // 2 self.text.change_font( c.font_size_loop, (self.bounds.x + self.padding, self.bounds.y + self.padding)) else: self.bounds.height = self.h self.bounds.width = self.w self.bounds.x = self.x self.bounds.y = self.y self.text.change_font( c.font_size, (self.bounds.x + self.padding, self.bounds.y + self.padding))