pygame_menu.widgets package contains the widget support for the Menu.
Its structure consists of several sub-packages:
pygame_menu/ widgets/ core/ Main object classes for Widget and Selector selection/ Selection effect applied to widgets widget/ Menu widget objects
Create a widget
All widget classes shall inherit from
and they must be located in the
pygame_menu.widgets.widget package. The
most basic widget should contain this code:
from pygame_menu.widgets.core.widget import Widget from pygame_menu._types import EventVectorType class MyWidget(Widget): def __init__(self, params): super(MyWidget, self).__init__(params) ... def _apply_font(self) -> None: """ Function triggered after a font is applied to the widget by Menu._configure_widget() method. """ ... def _draw(self, surface: 'pygame.Surface') -> None: """ Draw the widget on a given surface. This method must be overridden by all classes. """ # Draw the self._surface pygame object on the given surface surface.blit(self._surface, self._rect.topleft) def _render(self) -> Optional[bool]: """ Render the Widget surface. This method shall update the attribute ``_surface`` with a :py:class:`pygame.Surface` object representing the outer borders of the widget. .. note:: Before rendering, check out if the widget font/title/values are set. If not, it is probable that a zero-size surface is set. .. note:: Render methods should call :py:meth:`pygame_menu.widgets.core.widget.Widget.force_menu_surface_update` to force Menu to update the drawing surface. :return: ``True`` if widget has rendered a new state, ``None`` if the widget has not changed, so render used a cache """ ... # Generate widget surface self._surface = pygame.surface.... # Update the width and height of the Widget self._rect.width, self._rect.height = self._surface.get_size() + SomeConstants # Force menu to update its surface on next Menu.render() call self.force_menu_surface_update() def update(self, events: EventVectorType) -> bool: """ Update according to the given events list and fire the callbacks. This method must return ``True`` if it updated (the internal variables changed during user input). .. note:: Update is not performed if the Widget is in ``readonly`` state or it's hidden. However, ``apply_update_callbacks`` method is called in most widgets, except :py:class:`pygame_menu.widgets.NoneWidget`. :param events: List/Tuple of pygame events :return: ``True`` if updated """ ... return False
- After creating the widget, it must be added to the
__init__.pyfile of the
from pygame_menu.widgets.widget.mywidget import MyWidget
To add the widget to the
pygame_menu.menu.Menu class, a public method
add_mywidget() must be added to the
class with the following structure. Or
can be used.
import pygame_menu.widgets class WidgetManager(object): ... def mywidget(self, params, **kwargs): """ Add MyWidget to the menu. """ attributes = self._filter_widget_attributes(kwargs) # Create your widget widget = pygame_menu.widgets.MyWidget(..., **kwargs) self._configure_widget(widget=widget, **attributes) widget.set_default_value(default) # May add the default value self._append_widget(widget) return widget ...
This method uses the kwargs parameter for defining the settings of the
Widget, such as the background, margin, etc. This is applied automatically
by the Menu widget addition class (
WidgetManager). If MyWidget needs
additional parameters, please use some that are not named as the default kwargs
used by the Menu Widget system.
The function must return the created widget object.
_render method should always call
method, this ensures that Menu updates the surface and the positioning.
v4 menu introduced a cache state for the draw surface. This cache
is updated if any widget update its status (
update() returned True) or
the surface was rendered. Anyway, execution-time elements that changes over
_render) should force cache rendering (for example the
blinking cursor of text). If your widget has any property like this, the method
must be called within your Widget.
Create a selection effect
The widgets in Menu are drawn with the following idea:
Each time a new Widget is added, regenerate their position.
Widgets can either be active or inactive. The active widget will catch user events as keyboard or mouse.
Active widgets have a decoration, named Selection
The drawing process is:
Draw Menu background color/image
Draw all widgets
Draw Selection decoration on selected widget surface area
For defining a new selection effect, a new
subclass must be added to the
pygame_menu.widgets.selection package. A
basic class must contain the following code:
from pygame_menu.widgets.core.selection import Selection class MySelection(Selection): def __init__(self): # Call the constructor of the Selection providing the left, right, top and bottom margins # of your Selection effect box. # # -------------------------- # | ^ top | In this example, XXXX represents the # | left XXXXXXXXXXXX right | Widget to be Selected. # |<----> XXXXXXXXXXXX<----->| left, right, top and bottom must be described # | v bottom | in pixels # -------------------------- # super(MySelection, self).__init__(margin_left, margin_right, margin_top, margin_bottom) self.your_params = ... def draw(self, surface, widget): """ This method receives the surface to draw the selection and the widget itself. For retrieving the Selection coordinates the rect object from widget should be used. """ surface.draw(.....)
After creating the selection effect, it must be added to
from pygame_menu.widgets.selection.myselection import MySelection
Finally, this new selection effect can be set by following one of these two instructions:
Pass it when adding a new widget to the menu
import pygame_menu menu = pygame_menu.Menu(...) menu.add.button(..., selection_effect=pygame_menu.widgets.MySelection(...))
To apply it on all menus and widgets (and avoid passing it for each added widget), a theme can be created
import pygame_menu MY_THEME = pygame_menu.themes.Theme( ..., widget_selection_effect=pygame_menu.widgets.MySelection(...) ) menu = pygame_menu.Menu(..., theme=MY_THEME)