#!/usr/bin/env python3 import math import sys from abc import abstractmethod from typing import Tuple, Callable, TypedDict, List import pygame import pygame.freetype class ButtonDef(TypedDict): text: str class IBoard: @abstractmethod def draw(self, screen: pygame.Surface): raise NotImplementedError() @abstractmethod def handle_event(self, event: pygame.event.Event): raise NotImplementedError() class Button: def __init__(self, position: pygame.Rect, text: str, cbk: Callable[[], None]): self.position: pygame.Rect self.set_position(position) self.text = text self.cbk = cbk self.font = pygame.freetype.SysFont(name="Sans", size=20) text_rect = self.font.get_rect(self.text) self.text_pos = pygame.Rect((self.position.left + (self.position.width - text_rect.width)/2), (self.position.top + (self.position.height - text_rect.height)/2), text_rect.width, text_rect.height) def set_position(self, position: pygame.Rect): self.position = position def draw(self, screen: pygame.Surface): pygame.draw.rect(screen, "black", self.position, 0) self.font.render_to(screen, self.text_pos, self.text, fgcolor="pink") def pos_is_inside(self, pos: Tuple) -> bool: return (self.position.left < pos[0] and (self.position.left + self.position.width) > pos[0]) and \ (self.position.top < pos[1] and (self.position.top + self.position.height) > pos[1]) def handle_event(self, event: pygame.event.Event): if event.type == pygame.MOUSEBUTTONUP: if event.button == 1 and self.pos_is_inside(event.pos): self.cbk() class MenuBoard(IBoard): BUTTON_MARGINS = 10 def __init__(self, screen_rect: pygame.Rect, buttons: List[ButtonDef]): self.rows: int self.cols: int if len(buttons) == 2: # special case which doesn't seem to fit into the sqrt self.rows = 1 self.cols = 2 else: self.rows = math.ceil(math.sqrt(len(buttons))) self.cols = math.ceil(math.sqrt(len(buttons))) button_positions = self.generate_button_positions(screen_rect) self.buttons = list(map(lambda d: Button(next(button_positions), f"Button {d['text']}", lambda: print(d['text'])), buttons)) def generate_button_positions(self, screen_rect: pygame.Rect): current_button_row = 0 current_button_col = 0 button_width = math.floor((screen_rect.width - (self.cols + 1) * self.BUTTON_MARGINS) / self.cols) button_height = math.floor((screen_rect.height - (self.rows + 1) * self.BUTTON_MARGINS) / self.rows) while (current_button_row * current_button_col) < (self.cols * self.rows): top = self.BUTTON_MARGINS + (current_button_row * (button_height + self.BUTTON_MARGINS)) left = self.BUTTON_MARGINS + (current_button_col * (button_width + self.BUTTON_MARGINS)) current_button_col += 1 if current_button_col >= self.cols: current_button_col = 0 current_button_row += 1 yield pygame.Rect(left, top, button_width, button_height) def handle_event(self, event: pygame.event.Event): for b in self.buttons: b.handle_event(event) def draw(self, screen: pygame.Surface): screen.fill("purple") for b in self.buttons: b.draw(screen) class App: def __init__(self, btns: int): pygame.init() info = pygame.display.Info() self.screen = pygame.display.set_mode((info.current_w, info.current_h), flags=pygame.FULLSCREEN) self.clock = pygame.time.Clock() self.running = False self.board: IBoard = MenuBoard(pygame.Rect(0, 0, info.current_w, info.current_h), list(map(lambda t: ButtonDef(text=f"{t}"), list(range(btns))))) def loop(self): self.running = True while self.running: # poll for events # pygame.QUIT event means the user clicked X to close your window for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = False self.board.handle_event(event) self.board.draw(self.screen) pygame.display.flip() self.clock.tick(30) pygame.quit() if __name__ == '__main__': app = App(int(sys.argv[1])) app.loop()