How to Add an Image or Icon to a Button Rectangle in Pygame

How can I add an image or icon to a button rectangle in Pygame?

All you have to do is to load an image:

my_image = pygame.image.load('my_image.png').convert_alpha()

And blit it an top of the rectangle:

def button(x, y, w, h, ic, ac, img, imgon, action=None):
mouse = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()

rect = pygame.Rect(x, y, w, h)
on_button = rect.collidepoint(mouse)
if on_button:
pygame.draw.rect(screen, ac, rect)
screen.blit(imgon, imgon.get_rect(center = rect.center))
else:
pygame.draw.rect(screen, ic, rect)
screen.blit(img, img.get_rect(center = rect.center))

if on_button:
if click[0] == 1 and action!= None:
if action == "continue":
quiz()

image = pygame.image.load('my_image.png').convert_alpha()
imageOn = pygame.image.load('my_image_on.png').convert_alpha()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()

screen.blit(randomList, [0, 0])
button(399, 390, 300, 50, red, brightRed, image, imageOn, "continue")
pygame.display.update()

Sample Image


In pygame a button is nothing more than a pygame.Surface object. It is completely irrelevant whether a text or an image is on the button. I recommend to represent the buttons by pygame.sprite.Sprite objects.

See also Pygame mouse clicking detection respectively Mouse and Sprite.

Minimal example:

Sample Image

import pygame

class SpriteObject(pygame.sprite.Sprite):
def __init__(self, x, y, filename):
super().__init__()
img = pygame.image.load(filename).convert_alpha()
self.original_image = pygame.Surface((70, 70))
self.original_image.blit(img, img.get_rect(center = self.original_image.fill((127, 127, 127)).center))
self.hover_image = pygame.Surface((70, 70))
self.hover_image.blit(img, img.get_rect(center = self.hover_image.fill((228, 228, 228)).center))
self.image = self.original_image
self.rect = self.image.get_rect(center = (x, y))
self.hover = False

def update(self):
self.hover = self.rect.collidepoint(pygame.mouse.get_pos())
self.image = self.hover_image if self.hover else self.original_image

pygame.init()
window = pygame.display.set_mode((300, 300))
clock = pygame.time.Clock()

group = pygame.sprite.Group([
SpriteObject(window.get_width() // 3, window.get_height() // 3, 'Apple64.png'),
SpriteObject(window.get_width() * 2 // 3, window.get_height() // 3, 'Banana64.png'),
SpriteObject(window.get_width() // 3, window.get_height() * 2 // 3, 'Pear64.png'),
SpriteObject(window.get_width() * 2// 3, window.get_height() * 2 // 3, 'Plums64.png'),
])

run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False

group.update()

window.fill(0)
group.draw(window)
pygame.display.flip()

pygame.quit()
exit()

How do you dynamically create buttons using Pygame?

You basically want a Button class for that. That way you can create button objects, put them in a list and operate on them easily. Here is an example with a barely-even-a-button Button class just to get the point across. I have created a list with 4 buttons, but you can just as easily .append those buttons to dynamically create them according to the needs of your program.

import pygame
from sys import exit as _exit

##just pygame stuff here. You can ignore them and go
##to the interesting things below

class PG_Widnow_UI:
def __init__(self, width, height):
pygame.init()
self.widht = width
self.height = height
self.window = pygame.display.set_mode((width, height))

def update(self):
pygame.display.flip()

def clear(self, r, g, b):
self.window.fill((r, g, b))

def close(self):
pygame.quit()
_exit()

#handles events
def handleEvents(events):
exitGame = False
for event in events:
if event.type == pygame.QUIT:
pg_window.close()

#Takes rectangle's size, position and a point. Returns true if that
#point is inside the rectangle and false if it isnt.
def pointInRectanlge(px, py, rw, rh, rx, ry):
if px > rx and px < rx + rw:
if py > ry and py < ry + rh:
return True
return False

##=====================================================================##

#This class will act as a bllueprint for all the buttons in the game
class Button:
def __init__(self, text:str, position:tuple
, size:tuple=(200, 50), outline:bool=True)->None:
self.position = position
self.size = size
self.button = pygame.Surface(size).convert()
self.button.fill((0, 0, 0))
self.outline = outline

#Text is about 70% the height of the button
font = pygame.font.Font(pygame.font.get_default_font(), int((70/100)*self.size[1]))

#First argument always requires a str, so f-string is used.
self.textSurf = font.render(f"{text}", True, (255, 255, 255))

def clicked(self, events)->None:
mousePos = pygame.mouse.get_pos()
if pointInRectanlge(mousePos[0], mousePos[1], self.size[0], self.size[1], self.position[0], self.position[1]):
for event in events:
if event.type == pygame.MOUSEBUTTONDOWN:
return True
return False

#Renders the button and text. Text position is calculated depending on position of button.
#Also draws outline if self.outline is true
def render(self, display:pygame.display)->None:
#calculation to centre the text in button
textx = self.position[0] + (self.button.get_rect().width/2) - (self.textSurf.get_rect().width/2)
texty = self.position[1] + (self.button.get_rect().height/2) - (self.textSurf.get_rect().height/2)

#display button first then text
display.blit(self.button, (self.position[0], self.position[1]))
display.blit(self.textSurf, (textx, texty))

#draw outline
if self.outline:
thickness = 5
posx = self.position[0] - thickness
posy = self.position[1] - thickness
sizex = self.size[0] + thickness * 2
sizey = self.size[1] + thickness * 2

pygame.draw.rect(display, (255, 0, 0), (posx, posy, sizex, sizey), thickness)

windowWidth = 1000
windowHeight = 500
pg_window = PG_Widnow_UI(windowWidth, windowHeight)

##LOOP TO ADD BUTTONS TO THE LIST

number_of_buttons = 4
buttons = [Button(f"Button {i}", ((220 * (i%4) + 10), ((i % 4) * 70) + 10))
for i in range(number_of_buttons)]

while True:
pg_window.clear(255, 255, 255)

events = pygame.event.get()
handleEvents(events)

##DRAWING THE BUTTONS
for button in buttons:
button.render(pg_window.window)
if button.clicked(events):
print(f"button at position: {button.position} was clicked")

pg_window.update()

Python/Pygame adding a title screen with a button

The implementation of a button is answered several times. For example Pygame mouse clicking detection, 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 or How can I add an image or icon to a button rectangle in Pygame? and myn more.


Create 2 scenes with 2 application loops. The first loop shows the title screen and waits for button 2 to be pressed. The 2nd loop is the game loop:

button_rect = pygame.Rect(x, y, width, height) # start button rectangle

abort = False
start = False
while not abort and not start:
for event in pygame.event.get():
if event.type == pygame.QUIT:
abort = True

if event.type == MOUSEBUTTONDOWN:
if button_rect.collidepoint(event.pos):
start = True

# draw title screen
# [...]

done = abort
while not done:

while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True

# game
# [...]

Alternatively, you can combine both scenes in one loop.Add a variable game_state, implement event handling and draw the scenes depending on the value of game_state. Change the game_state when the start button is pressed:

game_state = 'title'

done = False
while not done:

# event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True

if game_state == 'title':
if event.type == MOUSEBUTTONDOWN:
if button_rect.collidepoint(event.pos):
game_state = 'game'

elif game_state == 'game':
# handle game events:
# [...]

# drawing
if game_state == 'title':
# draw title screen
# [...]

elif game_state == 'game':
# game
# [...]

Kivy: Adding a label and image to a button for a reusable widget

You can change the widget py file like below to achieve your target:

from kivy.uix.boxlayout import BoxLayout
from kivy.lang import Builder

Builder.load_string("""
<MyWidget>:
size_hint: 1, None
height: '32dp'
Button:
text: 'text1'
icon_size: 16, 16
canvas:
Rectangle:
source: 'caret-down-solid.png'
size: self.icon_size
pos: self.pos[0] + self.width - self.icon_size[0], self.pos[1] + self.icon_size[1] / 2
""")

class MyWidget(BoxLayout):
pass

Here a custom property icon_size is defined for Button and used it to adjust the size and position of the icon inside Button.



Related Topics



Leave a reply



Submit