This librairy aims to provide simple widget to improve pygame applications like buttons, text, textboxes or math text widgets. There is also some goemetric shapes, like rectangle or bezier curves.
- pygame : This library is fully based on pygame, so you must have it installed.
(optionnal)
- latex : you must avec latex install if you want to use the
LaText
widget (latex
anddvipng
accessible in path)
You can install it with pip and pypi easily by :
pip install -U PygameGUILib
or via git and pip :
pip install -U git+https://github.com/ddorn/GUI.git@release#egg=GUI
Actually there is a fex widgets in the library. I'll try to maintain this list, but I'm sure I'll forget, so there is MORE than that.
- Texts :
- SimpleText
- LaText
- InLineInputBox
- InLinePassBox
- Buttons :
- Button
- IconButton
- SlideBar
Around that, there is a lot of helping objects, like Font
, colors, V2
and Separator
(some vector things),
FPSIndicator, FocusSelector...
Every widget has a pos
, a size
and an anchor
, the three can be harcoded or a callback function with no parameters.
The pos
and the size
defines a pygame.Rect
where the widget is. The pos
is per default the center of the widget,
but you can change this behavior by giving an other anchor
, like TOPLEFT
.
Every widget is totally independent and will do nothing unless you tell him to do something. There is no theading thing that continuously check for events both for performance and to give you more control on the widgets.
For instance, widget won't auto-render on the screen and won't listen events, like clics on buttons.
Thus, to have a fully operational button there are three steps :
Just define it, nothing complex once you've read the bases.
# define the action the button will perform when clicked
def callback():
print('PRESSED !")
button = Button(callback, (100, 100), (100, 40), "Click Me !")
Then, you must continuously check for events, and call click()
when you want.
(typically when the user clicks the button)
for e in pygame.events.get():
if e.type == pygame.MOUSEBUTTONDOWN and e.button == 1: # left click
if pygame.mouse.get_pos() in button:
button.press() # you tell the button to call the callback if clicked
And finally you must render the button on the screen.
button.render(display) # you draw the button on the display
It's basically the same thing for any widget, except for "passive" widgets like texts, because
we do not bother if the user clicks it. For other widgets, like textboxes, you'll want to update them with the inputs
so you must call .update(event)
too.
As always with pygame, do not try to make too big apps with a lot of changing texts or with too big protions of the screen that are too often redrawn or it can lag a bit.
You're welcome !
Do not hesitate to contact me per mail
or join the slack chat
to discuss aboute code, optimisation or functionnalities.
You can of course make any push request you want !
Feel free to report any issue you see as I do not have strong tests (I mean, almost no tests !)
- A
Text
class to make texts that goes on more lines and with wrapping. - A
TextBox
, to input multi line text - A
RichText
to make text with differents inner colors/size/font/styles - Something like lists
Switch
class : Nice looking ON/OFF button- Some geometry function to draw curves, grids and manipulate line, polygons
This is absolutly not an ordered list, they will come as I have nice looking and useable classes !
Do not hesitate to tell me if you have something working !
Here is a list of projets that uses my library, take inspiration !
Examples at the and of each file can also give you a lot of samples of how to use this library :) There is also a folder full of example that you will apreciate !