So basically I have a two separate screens that I want displayed. One that has 11 Panes displayed on the screen at one time and once I click on a Pane named keyboard it should clear the screen and set up 36 Panes which should display a keyboard (for test purposes I only used three panes).
My problem is that once I click on keyboard it does clear the screen and display the 3 test panes how it also display's my other 10 panes that come from the first page.
Example:
This is fine to start with:
This is not fine. (A, B And C should be displayed but the rest shouldn't):
Here is the code:
import pygame
import sys
white = (255,255,255)
black = (0,0,0)
objs = []
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
class Pane():
def __init__(self, textToDisplay, coordinates, screen):
self.textToDisplay = textToDisplay
self.coordinates = coordinates
self.screen = screen
self.font = pygame.font.SysFont('Palace Script MT', 25)
Screen = pygame.display.set_mode((1366,768), 0, 32)
self.screen = Screen
self.screen.fill((white))
def coordinates(self):
return self.coordinates
def text(self):
return self.textToDisplay
def drawPane(self):
textCoords = self.coordinates
self.screen.blit(self.font.render(self.textToDisplay, True, (black)), textCoords)
pygame.draw.rect(self.screen, (black), self.coordinates, 2)
pygame.display.update()
class Screen():
NoOfPanes = 0
Panes = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
keyboardPaneLocs = [(0, 100, 100, 100),
(0, 200, 100, 100),
(0, 300, 100, 100),
(0, 400, 100, 100)
]
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
Screen = pygame.display.set_mode((1366,768), 0, 32)
self.screen = Screen
self.screen.fill((white))
pygame.display.update()
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if keyboardFlag:
newPane = Pane(textToDisplay, self.keyboardPaneLocs[self.NoOfPanes], Screen)
else:
newPane = Pane(textToDisplay, self.paneLocs[self.NoOfPanes], Screen)
self.Panes.append(newPane)
self.NoOfPanes = self.NoOfPanes + 1
pygame.display.update()
def drawPanes(self):
for Pane in self.Panes:
Pane.drawPane()
def mousePosition(self):
global clickPos
global releasePos
for event in pygame.event.get():
if event.type == MAIN_BUTTON:
self.Pos = pygame.mouse.get_pos()
return MAIN_BUTTON
else:
return False
def mouseDown(self, posx, posy):
textToReturn = "Nothing selected"
for Pane in self.Panes:
paneCoords = Pane.coordinates
print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):
textToReturn = Pane.text()
return textToReturn
def displayKeyboard(self):
self.addPane("A", KEYBOARD)
self.addPane("B", KEYBOARD)
self.addPane("C", KEYBOARD)
def clearScreen(self):
Screen = pygame.display.set_mode((1366,768), 0, 32)
self.screen = Screen
self.screen.fill((white))
if __name__ == '__main__':
myScreen = Screen()
myScreen.addPane("1", WORDS)
myScreen.addPane("2", WORDS)
myScreen.addPane("3", WORDS)
myScreen.addPane("4", WORDS)
myScreen.addPane("5", WORDS)
myScreen.addPane("6", WORDS)
myScreen.addPane("7", WORDS)
myScreen.addPane("8", WORDS)
myScreen.addPane("9", WORDS)
myScreen.addPane("10", WORDS)
myScreen.addPane("Keyboard", WORDS)
myScreen.drawPanes()
while True:
ev = pygame.event.get()
for event in ev:
if event.type == pygame.MOUSEBUTTONUP:
posx,posy = pygame.mouse.get_pos()
textSelected = myScreen.mouseDown(posx, posy)
print(textSelected)
if textSelected == "Keyboard":
myScreen = Screen()
myScreen.clearScreen()
myScreen.displayKeyboard()
myScreen.drawPanes()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit(); sys.exit();
I think the problem that I am facing is that all of these panes are being added to the list Panes = []
. How can I make sure that this list is clear before I display the new panes through the use of the function def drawPanes(self):
Don't take my word for it as it is just an assumption and I am well and truly stuck. (Any help is appreciated.)
You can assing empty list to Pane to make it empty
Panes = []
but you will lost all added panes forever.
Maybe you should make seperated list for keyboard panes and than draw only this list.
EDIT:
By the way:
You use one variable myScreen
to both screens - when you run myScreen = Screen(...)
you create new screen but loose access to previous screen.
Using Screen = pygame.display.set_mode((1366,768), 0, 32); self.screen = Screen
to clear screen is waste of time and memories. You need only self.screen.fill((white))
You use Screen
name as class name and as variable in some functions. You can have accidentally name conflict.
EDIT:
Full working example how code could look like:
I use one self.screen
so window isn't created/deleted everytime.
You can press "ESC" key to show/hide keyboard.
import pygame
import sys
#----------------------------------------------------------------------
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
#---------------------------
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
#----------------------------------------------------------------------
class Pane():
def __init__(self, textToDisplay, coordinates, screen):
self.textToDisplay = textToDisplay
self.coordinates = coordinates
self.screen = screen
self.font = pygame.font.SysFont('Palace Script MT', 25)
#---------------------------
def coordinates(self):
return self.coordinates
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def drawPane(self):
textCoords = self.coordinates
self.screen.blit(self.font.render(self.textToDisplay, True, BLACK), textCoords)
pygame.draw.rect(self.screen, BLACK, self.coordinates, 2)
#----------------------------------------------------------------------
class Application():
NoOfPanes = 0
NoOfKeys = 0
Panes = []
Keys = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
keyboardPaneLocs = [(0, 100, 100, 100),
(0, 200, 100, 100),
(0, 300, 100, 100),
(0, 400, 100, 100)
]
#---------------------------
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
self.screen = pygame.display.set_mode((1366,768), 0, 32)
self.show_panes = True
self.show_keyboard = False
self.createPanes()
self.createKeyboard()
#---------------------------
def close(self):
print "pygame quit"
pygame.quit()
sys.exit()
#---------------------------
def createPanes(self):
self.addPane("1", WORDS)
self.addPane("2", WORDS)
self.addPane("3", WORDS)
self.addPane("4", WORDS)
self.addPane("5", WORDS)
self.addPane("6", WORDS)
self.addPane("7", WORDS)
self.addPane("8", WORDS)
self.addPane("9", WORDS)
self.addPane("10", WORDS)
self.addPane("Keyboard", WORDS)
#---------------------------
def createKeyboard(self):
self.addPane("A", KEYBOARD)
self.addPane("B", KEYBOARD)
self.addPane("C", KEYBOARD)
#---------------------------
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if keyboardFlag:
self.Keys.append(Pane(textToDisplay, self.keyboardPaneLocs[self.NoOfKeys], self.screen))
self.NoOfKeys += 1
else:
self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
self.NoOfPanes += 1
#---------------------------
def drawPanes(self):
for Pane in self.Panes:
Pane.drawPane()
#---------------------------
def drawKeyboard(self):
for Key in self.Keys:
Key.drawPane()
#---------------------------
def mousePosition(self, event):
if event.type == MAIN_BUTTON:
self.Pos = pygame.mouse.get_pos()
return MAIN_BUTTON
else:
return False
#---------------------------
def mouseDown(self):
posx,posy = pygame.mouse.get_pos()
textToReturn = "Nothing selected"
if self.show_panes:
for Pane in self.Panes:
paneCoords = Pane.coordinates
print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):
textToReturn = Pane.text()
elif self.show_keyboard:
for Pane in self.Keys:
paneCoords = Pane.coordinates
print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):
textToReturn = Pane.text()
return textToReturn
#---------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.show_keyboard = not self.show_keyboard
self.show_panes = not self.show_panes
if event.type == pygame.MOUSEBUTTONUP:
textSelected = self.mouseDown()
print(textSelected)
if textSelected == "Keyboard":
self.show_keyboard = True
self.show_panes = False
# --- draws ---
self.screen.fill(WHITE)
if self.show_panes:
self.drawPanes()
if self.show_keyboard:
self.drawKeyboard()
pygame.display.update()
# --- FPS ---
clock.tick(25)
self.close()
#----------------------------------------------------------------------
Application().run()
EDIT:
.
import pygame
import sys
#----------------------------------------------------------------------
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
#---------------------------
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
#----------------------------------------------------------------------
class Pane():
def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):
self.textToDisplay = textToDisplay
self.rect = pygame.Rect(*rect)
self.screen = screen
# colors
self.fgColor = fgColor
self.bgColor = bgColor
self.mouseoverBgColor = mouseoverBgColor
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
self.font = pygame.font.SysFont('Palace Script MT', 25)
#---------------------------
def coordinates(self):
return self.rect
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def draw(self):
# background
self.screen.fill(self.currentBgColor, self.rect)
# border
pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)
# text
self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)
#---------------------------
def test_coordinates(self, posx, posy):
return self.rect.collidepoint(posx, posy)
#---------------------------
def event_handler(self, event):
# standard pane color
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
# if mouse over pane change color
if event.type == pygame.MOUSEMOTION:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.currentBgColor = (255,0,0)
elif event.type == pygame.MOUSEBUTTONUP:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
#----------------------------------------------------------------------
class Keyboard():
Keys = []
paneLocs = []
visible = False
#---------------------------
def __init__(self, screen):
self.screen = screen
self.font = pygame.font.SysFont('Arial', 25)
self.create()
#---------------------------
def create(self):
letter_code = ord("A")
for y in range(2):
for x in range(13):
lock = (100*x, 100*y, 100, 100)
self.paneLocs.append(lock)
self.Keys.append(Pane(chr(letter_code), lock, self.screen, (0,0,0), (0,255,0)))
letter_code += 1
#---------------------------
def draw(self):
for key in self.Keys:
key.draw()
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle event
for key in self.Keys:
key.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for key in self.Keys:
#print "debug: keyboard.event_handler", posx, posy
if key.test_coordinates(posx, posy):
textToReturn = key.text()
print textToReturn
# if Q was
if textToReturn == 'Q':
self.onKeyQ(textToReturn)
return textToReturn
#---------------------------
def onKeyQ(self, text):
# hide keyboard
self.visible = False
# send event to inform main loop that keyboard was closed
pygame.event.post(pygame.event.Event(pygame.USEREVENT, {'code': 666, 'key':text}))
#----------------------------------------------------------------------
class Application():
NoOfPanes = 0
Panes = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
#---------------------------
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
self.screen = pygame.display.set_mode((1366,768), 0, 32)
self.show_panes = True
self.createPanes()
self.keyboard = Keyboard(self.screen)
#---------------------------
def close(self):
print "pygame quit"
pygame.quit()
sys.exit()
#---------------------------
def createPanes(self):
self.addPane("1", WORDS)
self.addPane("2", WORDS)
self.addPane("3", WORDS)
self.addPane("4", WORDS)
self.addPane("5", WORDS)
self.addPane("6", WORDS)
self.addPane("7", WORDS)
self.addPane("8", WORDS)
self.addPane("9", WORDS)
self.addPane("10", WORDS)
self.addPane("Keyboard", WORDS)
#---------------------------
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if not keyboardFlag:
self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
self.NoOfPanes += 1
#---------------------------
def drawPanes(self):
for Pane in self.Panes:
Pane.draw()
#---------------------------
def mousePosition(self, event):
if event.type == MAIN_BUTTON:
self.Pos = event.pos
return MAIN_BUTTON
else:
return False
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle events
for pane in self.Panes:
pane.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for pane in self.Panes:
#print "debug: app.event_handler", posx, posy
if pane.test_coordinates(posx, posy):
textToReturn = pane.text()
if textToReturn == "Keyboard":
self.keyboard.visible = True
self.show_panes = False
print textToReturn
return textToReturn
#---------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.keyboard.visible = not self.keyboard.visible
self.show_panes = not self.show_panes
if event.type == pygame.USEREVENT:
print "USEREVENT:", event.code
# event from keyboard
if event.code == 666:
# keyboar was closed so I have to show panes
self.show_panes = True
if self.show_panes:
self.event_handler(event)
if self.keyboard.visible:
self.keyboard.event_handler(event)
# --- draws ---
self.screen.fill(WHITE)
if self.show_panes:
self.drawPanes()
if self.keyboard.visible:
self.keyboard.draw()
pygame.display.update()
# --- FPS ---
clock.tick(25)
self.close()
#----------------------------------------------------------------------
Application().run()
EDIT:
Now Pane can be clicked and moved. I put here only Pane class
Look for: is_movable
and is_moving
class Pane():
def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):
self.textToDisplay = textToDisplay
self.rect = pygame.Rect(*rect)
self.screen = screen
# colors
self.fgColor = fgColor
self.bgColor = bgColor
self.mouseoverBgColor = mouseoverBgColor
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
self.font = pygame.font.SysFont('Palace Script MT', 25)
self.is_movable = True
self.is_moving = False
#---------------------------
def coordinates(self):
return self.rect
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def draw(self):
# background
self.screen.fill(self.currentBgColor, self.rect)
# border
pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)
# text
self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)
#---------------------------
def test_coordinates(self, posx, posy):
return self.rect.collidepoint(posx, posy)
#---------------------------
def event_handler(self, event):
# standard pane color
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
# if mouse over pane change color
if event.type == pygame.MOUSEMOTION:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
if self.is_movable and self.is_moving:
self.rect.move_ip(event.rel)
self.currentBgColor = (0,0,255)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.currentBgColor = (255,0,0)
self.is_moving = True
elif event.type == pygame.MOUSEBUTTONUP:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
self.is_moving = False
EDIT:
Clicked Pane become top-most Pane on screen:
import pygame
import sys
#----------------------------------------------------------------------
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
#---------------------------
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
#----------------------------------------------------------------------
class evt_type(): # UserEvent - types
PANE = pygame.USEREVENT + 1
KEYBOARD = pygame.USEREVENT + 2
class evt_code(): # UserEvent - codes
KEYBOARD_CLOSED = 100
PANE_CLICKED = 200
#----------------------------------------------------------------------
class Pane():
def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):
self.textToDisplay = textToDisplay
self.rect = pygame.Rect(*rect)
self.screen = screen
# colors
self.fgColor = fgColor
self.bgColor = bgColor
self.mouseoverBgColor = mouseoverBgColor
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
self.font = pygame.font.SysFont('Palace Script MT', 25)
self.is_movable = True
self.is_moving = False
#---------------------------
def coordinates(self):
return self.rect
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def draw(self):
# background
self.screen.fill(self.currentBgColor, self.rect)
# border
pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)
# text
self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)
#---------------------------
def test_coordinates(self, posx, posy):
return self.rect.collidepoint(posx, posy)
#---------------------------
def event_handler(self, event):
# standard pane color
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
# if mouse over pane change color
if event.type == pygame.MOUSEMOTION:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
if self.is_movable and self.is_moving:
self.rect.move_ip(event.rel)
self.currentBgColor = (0,0,255)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
if self.is_movable:
pygame.event.post(pygame.event.Event(evt_type.PANE, {'code': evt_code.PANE_CLICKED, 'widget': self}))
self.currentBgColor = (255,0,0)
self.is_moving = True
elif event.type == pygame.MOUSEBUTTONUP:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
self.is_moving = False
#----------------------------------------------------------------------
class Keyboard():
Keys = []
paneLocs = []
visible = False
#---------------------------
def __init__(self, screen):
self.screen = screen
self.font = pygame.font.SysFont('Arial', 25)
self.create()
#---------------------------
def create(self):
letter_code = ord("A")
for y in range(2):
for x in range(13):
lock = (100*x, 100*y, 100, 100)
self.paneLocs.append(lock)
self.Keys.append(Pane(chr(letter_code), lock, self.screen, (0,0,0), (0,255,0)))
self.Keys[-1].is_movable = False
letter_code += 1
#---------------------------
def draw(self):
for key in self.Keys:
key.draw()
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle event
for key in self.Keys:
key.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for key in self.Keys:
#print "debug: keyboard.event_handler", posx, posy
if key.test_coordinates(posx, posy):
textToReturn = key.text()
print textToReturn
# if Q was
if textToReturn == 'Q':
self.onKeyQ(textToReturn)
return textToReturn
#---------------------------
def onKeyQ(self, text):
# hide keyboard
self.visible = False
# send event to inform main loop that keyboard was closed
pygame.event.post(pygame.event.Event(evt_type.KEYBOARD, {'code': evt_code.KEYBOARD_CLOSED, 'key':text}))
#----------------------------------------------------------------------
class Application():
NoOfPanes = 0
Panes = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
#---------------------------
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
self.screen = pygame.display.set_mode((1366,768), 0, 32)
self.show_panes = True
self.createPanes()
self.keyboard = Keyboard(self.screen)
#---------------------------
def close(self):
print "pygame quit"
pygame.quit()
sys.exit()
#---------------------------
def createPanes(self):
self.addPane("1", WORDS)
self.addPane("2", WORDS)
self.addPane("3", WORDS)
self.addPane("4", WORDS)
self.addPane("5", WORDS)
self.addPane("6", WORDS)
self.addPane("7", WORDS)
self.addPane("8", WORDS)
self.addPane("9", WORDS)
self.addPane("10", WORDS)
self.addPane("Keyboard", WORDS)
#---------------------------
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if not keyboardFlag:
self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
self.NoOfPanes += 1
#---------------------------
def drawPanes(self):
for Pane in self.Panes:
Pane.draw()
#---------------------------
def mousePosition(self, event):
if event.type == MAIN_BUTTON:
self.Pos = event.pos
return MAIN_BUTTON
else:
return False
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle events
for pane in self.Panes:
pane.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for pane in self.Panes:
#print "debug: app.event_handler", posx, posy
if pane.test_coordinates(posx, posy):
textToReturn = pane.text()
if textToReturn == "Keyboard":
self.keyboard.visible = True
self.show_panes = False
print textToReturn
return textToReturn
#---------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.keyboard.visible = not self.keyboard.visible
self.show_panes = not self.show_panes
if event.type == evt_type.KEYBOARD:
print "USEREVENT:: TYPE:", event.type, "CODE:", event.code
# event from keyboard
if event.code == evt_code.KEYBOARD_CLOSED:
# keyboar was closed so I have to show panes
self.show_panes = True
if event.type == evt_type.PANE:
print "USEREVENT:: TYPE:", event.type, "CODE:", event.code
if event.code == evt_code.PANE_CLICKED:
# move to the end - move to top of screen
index = self.Panes.index(event.widget)
self.Panes.append(self.Panes.pop(index))
if self.show_panes:
self.event_handler(event)
if self.keyboard.visible:
self.keyboard.event_handler(event)
# --- draws ---
self.screen.fill(WHITE)
if self.show_panes:
self.drawPanes()
if self.keyboard.visible:
self.keyboard.draw()
pygame.display.update()
# --- FPS ---
clock.tick(25)
self.close()
#----------------------------------------------------------------------
Application().run()