clean up prep for catching mouse clicks on buttons

This commit is contained in:
Junior 2024-06-05 15:37:05 -04:00
parent f4e1184d5a
commit 7ec12c0ce5

View File

@ -24,6 +24,7 @@ black = (0, 0, 0)
button_origin_x = 90
button_origin_y = 280
button_spacing = 140
button_radius = 50
@dataclass
class Button:
@ -113,15 +114,15 @@ def flash_button(b):
center_x = button_origin_x + (b.column * button_spacing)
center_y = button_origin_y + (b.row * button_spacing)
center = (center_x, center_y)
pygame.draw.circle(screen, white, center, 50, 4)
pygame.draw.circle(screen, white, center, button_radius, 4)
b.flashing = True
b.unflash_on = time.time() + 0.1
else:
center_x = button_origin_x + (b.column * button_spacing)
center_y = button_origin_y + (b.row * button_spacing)
center = (center_x, center_y)
pygame.draw.circle(screen, black, center, 50, 4)
pygame.draw.circle(screen, yellow, center, 50, 2)
pygame.draw.circle(screen, black, center, button_radius, 4)
pygame.draw.circle(screen, yellow, center, button_radius, 2)
b.flashing = False
def draw_buttons():
@ -130,7 +131,7 @@ def draw_buttons():
b.center_x = button_origin_x + (b.column * button_spacing)
b.center_y = button_origin_y + (b.row * button_spacing)
center = (b.center_x, b.center_y)
pygame.draw.circle(screen, yellow, center, 50, 2)
pygame.draw.circle(screen, yellow, center, button_radius, 2)
b_text = cheesy_font.render(b.label, True, white)
text_x = b.center_x - (b_text.get_width() // 2)
text_y = b.center_y - (b_text.get_height() // 2)
@ -156,72 +157,74 @@ draw_buttons()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE):
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
#elif event.type == pygame.KEYDOWN:
# print(event.key)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_c:
display_num_whole = clear_display
display_num_decimal = ""
num_float = False
float_precision = 1
flash_button(buttons[str(event.key)])
elif event.type == pygame.KEYDOWN and event.key == pygame.K_a:
display_num_whole = clear_display
display_num_decimal = ""
num_float = False
float_precision = 1
flash_button(buttons[str(event.key)])
elif event.type == pygame.KEYDOWN and (event.key == pygame.K_PERIOD or event.key == pygame.K_KP_PERIOD):
actual_key = pygame.K_PERIOD
flash_button(buttons[str(actual_key)])
num_float = True
elif event.type == pygame.KEYDOWN and event.key in valid_keys_equals and not pygame.key.get_mods() & pygame.KMOD_SHIFT:
actual_key = pygame.K_EQUALS
flash_button(buttons[str(actual_key)])
elif event.type == pygame.KEYDOWN and event.key == pygame.K_BACKSPACE:
flash_button(buttons[str(event.key)])
if num_float == True:
if display_num_decimal == "":
num_float = False
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
pygame.quit()
sys.exit()
elif event.key == pygame.K_c:
display_num_whole = clear_display
display_num_decimal = ""
num_float = False
float_precision = 1
flash_button(buttons[str(event.key)])
elif event.key == pygame.K_a:
display_num_whole = clear_display
display_num_decimal = ""
num_float = False
float_precision = 1
flash_button(buttons[str(event.key)])
elif event.key == pygame.K_PERIOD or event.key == pygame.K_KP_PERIOD:
actual_key = pygame.K_PERIOD
flash_button(buttons[str(actual_key)])
num_float = True
elif event.key in valid_keys_equals and not pygame.key.get_mods() & pygame.KMOD_SHIFT:
actual_key = pygame.K_EQUALS
flash_button(buttons[str(actual_key)])
elif event.key == pygame.K_BACKSPACE:
flash_button(buttons[str(event.key)])
if num_float == True:
if display_num_decimal == "":
num_float = False
if len(display_num_whole) > 1:
display_num_whole = display_num_whole[:-1]
elif display_num_whole != "0":
display_num_whole = "0"
else:
display_num_decimal = display_num_decimal[:-1]
else:
if len(display_num_whole) > 1:
display_num_whole = display_num_whole[:-1]
elif display_num_whole != "0":
display_num_whole = "0"
elif (event.key == pygame.K_EQUALS and pygame.key.get_mods() & pygame.KMOD_SHIFT) or event.key == pygame.K_KP_PLUS:
actual_key = pygame.K_PLUS
flash_button(buttons[str(actual_key)])
elif event.key == pygame.K_MINUS or event.key == pygame.K_KP_MINUS:
actual_key = pygame.K_MINUS
flash_button(buttons[str(actual_key)])
elif (event.key == pygame.K_8 and pygame.key.get_mods() & pygame.KMOD_SHIFT) or event.key == pygame.K_KP_MULTIPLY:
actual_key = pygame.K_ASTERISK
flash_button(buttons[str(actual_key)])
elif event.key == pygame.K_SLASH or event.key == pygame.K_KP_DIVIDE:
actual_key = pygame.K_SLASH
flash_button(buttons[str(actual_key)])
elif event.key in valid_keys_numbers:
if str(event.key) in keypad_map.keys():
actual_key = keypad_map[str(event.key)]
else:
display_num_decimal = display_num_decimal[:-1]
else:
if len(display_num_whole) > 1:
display_num_whole = display_num_whole[:-1]
elif display_num_whole != "0":
display_num_whole = "0"
elif event.type == pygame.KEYDOWN and ((event.key == pygame.K_EQUALS and pygame.key.get_mods() & pygame.KMOD_SHIFT) or event.key == pygame.K_KP_PLUS):
actual_key = pygame.K_PLUS
flash_button(buttons[str(actual_key)])
elif event.type == pygame.KEYDOWN and (event.key == pygame.K_MINUS or event.key == pygame.K_KP_MINUS):
actual_key = pygame.K_MINUS
flash_button(buttons[str(actual_key)])
elif event.type == pygame.KEYDOWN and ((event.key == pygame.K_8 and pygame.key.get_mods() & pygame.KMOD_SHIFT) or event.key == pygame.K_KP_MULTIPLY):
actual_key = pygame.K_ASTERISK
flash_button(buttons[str(actual_key)])
elif event.type == pygame.KEYDOWN and (event.key == pygame.K_SLASH or event.key == pygame.K_KP_DIVIDE):
actual_key = pygame.K_SLASH
flash_button(buttons[str(actual_key)])
elif event.type == pygame.KEYDOWN and event.key in valid_keys_numbers:
if str(event.key) in keypad_map.keys():
actual_key = keypad_map[str(event.key)]
else:
actual_key = event.key
flash_button(buttons[str(actual_key)])
if len(display_num_whole) <= 10:
if num_float == False:
if display_num_whole == clear_display and actual_key != pygame.K_0:
display_num_whole = chr(actual_key)
elif display_num_whole != clear_display:
display_num_whole += chr(actual_key)
else:
display_num_decimal += chr(actual_key)
actual_key = event.key
flash_button(buttons[str(actual_key)])
if len(display_num_whole) <= 10:
if num_float == False:
if display_num_whole == clear_display and actual_key != pygame.K_0:
display_num_whole = chr(actual_key)
elif display_num_whole != clear_display:
display_num_whole += chr(actual_key)
else:
display_num_decimal += chr(actual_key)
if display_num_whole != old_display_num_whole or display_num_decimal != old_display_num_decimal:
print(f"Number: {display_num_whole}", end='')
if num_float == True: