+# Simple widgets
+# This just unifies some logic.
+# There is no implied container / window system (yet)
+
+import pygame.locals as pgl
+
+from .loader import loader
+from .constants import FONTS
+
+
+class Button(object):
+
+ def __init__(self, size, pos=None, padding=10):
+ self._size = size
+ self._padding = padding
+ self.position = pos
+
+ @property
+ def position(self):
+ return self._pos
+
+ @position.setter
+ def position(self, pos):
+ self._pos = pos
+ if pos is not None:
+ self._min_x = pos[0] - self._padding
+ self._max_x = pos[0] + self._size[0] + self._padding
+ self._min_y = pos[1] - self._padding
+ self._max_y = pos[1] + self._size[1] + self._padding
+
+ def get_width(self):
+ return self._size[0]
+
+ def get_height(self):
+ return self._size[1]
+
+ def render(self, surface):
+ pass
+
+ def pressed(self, ev):
+ if self._pos is None:
+ # Unplaced buttons can't be pressed
+ return False
+ if ev.type == pgl.MOUSEBUTTONDOWN and ev.button == 1:
+ if self._min_x < ev.pos[0] < self._max_x:
+ if self._min_y < ev.pos[1] < self._max_y:
+ return True
+ return False
+
+
+class TextButton(Button):
+
+ def __init__(self, text, colour, pos=None, padding=10):
+ font = loader.load_font(FONTS['sans'], size=24)
+ self._text = font.render(text, True, colour)
+ super(TextButton, self).__init__(self._text.get_size(), pos, padding)
+
+ def render(self, surface):
+ surface.blit(self._text, self._pos, None)