How do I detect if the mouse is hovering over a button? PyGame button class is not displaying the text or changing colour on hover

I have created a button class in pygame and although the button itself is displaying, my text is not showing up. Also I have some conditions to change the colour when the mouse is over the button. I have achieved the desired result using hard coded values in my main function, however I want to use a class the handle my various button as I might have quite a few buttons.


Given below are some classes that I’m using


Fonts

class Fonts:
    def __init__(self, font, antialias, text, color, x, y):
        self.font = font
        self.antialias = antialias
        self.text = text
        self.color = color
        self.x = x
        self.y = y

    def draw(self, win):
        win.blit(self.font.render(self.text, self.antialias, (self.color)), (self.x, self.y))

Button

class Button:
    def __init__(self, color, x, y, width, height, text, fontsize):
        self.color = color
        self.x = x
        self.y = y
        self.width = width
        self.height = height
        self.text = text
        self.fontsize = fontsize
        self.courier_button_font = pygame.font.SysFont("Courier", self.fontsize)

    def draw(self, pos):
        x, y = pos
        text_width, text_height = self.courier_button_font.size(self.text)
        if self.x < x < self.width and self.y < y < self.height:
            pygame.draw.rect(screen, (211, 211, 211), (self.x, self.y, self.width, self.height))
            buttontext = Fonts(courier_font, True, f"{self.text}", BLACK,
                               int(self.width / 2 - text_width / 2), int(self.height / 2 - text_height / 2))
            buttontext.draw(screen)


        else:
            pygame.draw.rect(screen, self.color, (self.x, self.y, self.width, self.height))
            buttontext = Fonts(courier_font, True, f"{self.text}", BLACK,
                               (self.width / 2 - text_width / 2), (self.height / 2 - text_height / 2))
            buttontext.draw(screen)

    def isOver(self, pos):
        x, y = pos
        if self.x < x < self.width and self.y < y < self.height:
            return True
        else:
            pass

The functions where I’m using my button

FireTowerButton = Button(BLACK, 810, 200, 80, 30, "Fire Tower", 20)

def ShowTowers(mouse):
    mousex, mousey = mouse
    screen.fill((147, 207, 14))
    FireTowerButton.draw(mouse)

def main():
    run = True
    screen.fill(BLACK)
    # screen.blit(enemy1, (90, 90))
    while run:
        mouse = pygame.mouse.get_pos()
        ShowTowers(mouse)
        screen.blit(money_image, (790, 0))
        screen.blit(background_image, (0, 0))
        enemy1_spawn(wave_number)
        pygame.draw.rect(screen, BLACK, (770, 75, 30, 90))
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                exit()

        clock.tick(FPS)
        pygame.display.update()

Answers:

Thank you for visiting the Q&A section on Magenaut. Please note that all the answers may not help you solve the issue immediately. So please treat them as advisements. If you found the post helpful (or not), leave a comment & I’ll get back to you as soon as possible.

Method 1

The condition

if self.x < x < self.width and self.y < y < self.height:

is wrong. You have to evaluate if x < self.x + self.width and y < self.y + self.height:

if self.x < x < self.x + self.width and self.y < y < self.y + self.height:
    # [...]

Anyway, I recommend to pygame.Rect / collidepoint() for the collision test:

button_rect = pygame.Rect(self.x, self.y, self.width, self.height)
if button_rect.collidepoint((x, y):
    # [...]

button_rect can be used further for drawing the rectangle:

pygame.draw.rect(screen, (211, 211, 211), button_rect)

The code can be simplified a lot by the use of an attribute rect rather than the separate attributes x, y, width, height:

class Button:
    def __init__(self, color, x, y, width, height, text, fontsize):
        self.color = color
        self.rect = pygame.Rect(x, y, width, height)
        self.text = text
        self.fontsize = fontsize
        self.courier_button_font = pygame.font.SysFont("Courier", self.fontsize)

    def draw(self, pos):

        button_color = (211, 211, 211) if self.rect.collidepoint(pos) else self.color
        pygame.draw.rect(screen, button_color, self.rect)

        text_width, text_height = self.courier_button_font.size(self.text)
        textpos = (self.rect.centerx - text_width // 2, self.rect.centery - text_height // 2)
        buttontext = Fonts(courier_font, True, self.text, BLACK, textpos)
        buttontext.draw(screen)

    def isOver(self, pos):
        return self.rect.collidepoint(pos)


All methods was sourced from stackoverflow.com or stackexchange.com, is licensed under cc by-sa 2.5, cc by-sa 3.0 and cc by-sa 4.0

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