Label (PE.Label)
PE.Label.Image
make an image that you can put on a surface
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class usage:
make an image.
Image.__init__(self, img: pygame.Surface, size=(100, 100), pos=(0, 0), rot=0, color=(0, 0, 0, 0))
function actions:
initialize the class
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parameters:
img - the image to use (pygame.Surface)
size - the image size (vector2 like)
pos - the image position (vector2 like)
rot - the image rotation (int)
color - the image tint (color4 like)
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Image.show(self, workspace: pygame.Surface)
function actions:
puts the image on a surface
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parameters:
workspace - the surface to put the image on (pygame.Surface)
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recommended place in script:
in the render zone (between the frame fill and the frame update)
Image.set_variables(self, img=None, size=None, pos=None, rot=None, color=None)
function actions:
change the image initial parameters without creating new or setting every parameter from scratch. None mean 'do not change'
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parameters:
img - the image to use (pygame.Surface)
size - the image size (vector2 like)
pos - the image position (vector2 like)
rot - the image rotation (int)
color - the image tint (color4 like)
PE.Label.TextLabel
make a text label that you can put on a surface
class usage:
write a text on the screen
TextLabel.__init__(self, text: str, size=10, color=(0, 0, 0), pos=(0, 0), dir=0, font='freesansbold.ttf', background_color=(255, 255, 255, 0), rotation=0)
function actions:
initialize the class
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parameters:
text- the text to display (str)
size - the text height (int)
pos - the text position (vector2 like)
rotation - the text label rotation (int)
color - the itext color (color3 like)
dir - 0: left to right, 1: center the text (known bug) (0 or 1)
font - the font file to use (path like string)
background_color - the color of the background of the text (color4 like)
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TextLabel.show(self, workspace: pygame.Surface)
function actions:
put the text on a surface
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parameters:
workspace - the surface to put the text on (pygame.Surface)
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recommended place in script:
in the render zone (between the frame fill and the frame update)
TextLabel.set_variables(self, text=None, size=None, color=None, pos=None, dir=None, font=None, background_color=None, rotation=None)
function actions:
change the text label initial parameters without creating new or setting every parameter from scratch. None mean 'do not change'
parameters:
text- the text to display (str)
size - the text height (int)
pos - the image position (vector2 like)
rotation - the image rotation (int)
color - the image tint (color3 like)
dir - 0: left to right, 1: center the text (known bug) (0 or 1)
font - the font file to use (path like string)
background_color - the color of the background of the text (color4 like)
PE.Label.LoadingBar​
make a loading bar
class usage:
show the user the loading progress
LoadingBar.__init__(self, max_num: float, pos: pygame.Vector2, size: pygame.Vector2, color: pygame.Color, back_color: pygame.Color, text_color: pygame.Color, border: int, font='freesansbold.ttf', starting_text="")
function actions:
initialize the class
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parameters:
max_num - the maximum number to load (float/int)
size - the loading bar size (vector2 like)
pos - the loading bar position (vector2 like)
color - the color of the bar progress (color3 like)
border - the width of the bar border (int)
font - the font file to use (path like string)
back_color - the color of the border (color3 like)
text_color - the text color (color3 like)
starting_text - the initial text (str)
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LoadingBar.show(self, surf: pygame.Surface)
function actions:
put the loading bar on a surface
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parameters:
surf - the surface to put the loading bar on (pygame.Surface)
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recommended place in script:
in the render zone (between the frame fill and the frame update)
LoadingBar.change_value(self, value: int, text="")
function actions:
add progress to the loading bar.
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parameters:
value - the amount of progress made (int/float)
text - the text to display on the loading bar, can be used in order to tell the user what progress done in the last progress update (str)
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LoadingBar.change_variables(self, max_num=None, pos=None, size=None, color=None, back_color=None, text_color=None, border=None, font=None)
function actions:
change the loading bar initial parameters without creating new or setting every parameter from scratch. None mean 'do not change'
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parameters:
max_num - the maximum number to load (float/int)
size - the loading bar size (vector2 like)
pos - the loading bar position (vector2 like)
color - the color of the bar progress (color3 like)
border - the width of the bar border (int)
font - the font file to use (path like string)
back_color - the color of the border (color3 like)
text_color - the text color (color3 like)
PE.Label.Slider​
make a slider. can be used in order to take numeric input.
class usage:
make a slider
Slider.__init__(self, pos: pygame.math.Vector2, size: pygame.math.Vector2, num_min=0, num_max=10, slider_image=None, back_color=(255, 255, 255, 0), slider_color=(0, 0, 0), hover_color=(200, 200, 200), drag_color=(100, 100, 100))
function actions:
initialize the class
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parameters:
num_max - the maximum number of the slider (int)
num_min - the minimum number of the slider (int)
size - the slider size (vector2 like)
pos - the slider position (vector2 like)
font - the font file to use (path like string)
back_color - the color of the background of the slider (color4 like)
slider_color - the regular slider color (color3 like)
hover_color - the slider color when the mouse pointer hover the slider (color3 like)
drag_color - the slider color when the mouse pointer drag the slider (color3 like)
slider_image - image to replace the circle with (None/pygame.Surface)
Slider.show(self, workspace: pygame.Surface)
function actions:
put the slider on a surface and calculate current value
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parameters:
workspace - the surface to put the slider on (pygame.Surface)
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recommended place in script:
in the render zone (between the frame fill and the frame update)
Slider.change_variables(self, pos=None, size=None, num_min=None, num_max=None, slider_image=0, back_color=None, slider_color=None, hover_color=None, drag_color=None)
function actions:
change the slider initial parameters without creating new or setting every parameter from scratch. None mean 'do not change'
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parameters:
num_max - the maximum number of the slider (int)
num_min - the minimum number of the slider (int)
size - the slider size (vector2 like)
pos - the slider position (vector2 like)
font - the font file to use (path like string)
back_color - the color of the background of the slider (color4 like)
slider_color - the regular slider color (color3 like)
hover_color - the slider color when the mouse pointer hover the slider (color3 like)
drag_color - the slider color when the mouse pointer drag the slider (color3 like)
slider_image - image to replace the circle with (None/pygame.Surface)
PE.Label.Tick​
make a tick label. can be used in order to take boolean input.
class usage:
make a tick label
Tick.__init__(self, pos: pygame.Vector2, size: pygame.Vector2, color=(200, 200, 200), hover_color=(100, 100, 100, 100), ticked_color=(0, 255, 150), tick_color=(255, 255, 255))
function actions:
initialize the class
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parameters:
size - the tick label size (vector2 like)
pos - the tick label position (vector2 like)
color - the regular color of the tick label (color3 like)
font - the font file to use (path like string)
hover_color - the color of the tick label when the mouse pointer hovers the tick label (color4 like)
ticked_color - the tick label color when the tick label is ticked (color3 like)
tick_color - the color of the tick itself (the "X" text when ticked) (color3 like)​
Tick.show(self, workspace: pygame.Surface)
function actions:
put the tick label on a surface
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parameters:
workspace - the surface to put the tick label on (pygame.Surface)
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recommended place in script:
in the render zone (between the frame fill and the frame update)
Tick.__bool__(self)
function actions:
check if the tick is ticked and return the value
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recommended place in script:
inside an if statement (for example:
if Tick:
print("the tick label is ticked!")
)
PE.Label.TexInput
make an text input label. can be used in order to take a text (string) input.
class usage:
make a text input label
TextInput.__init__(self, size=(100, 32), pos=(200, 200), box_text="Enter text here:", col_active=(200, 200, 200), col_passive=(100, 100, 100), col_active_txt=None, col_passive_txt=None)
function actions:
initialize the class
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parameters:
size - the text input label size (vector2 like)
pos - the text input label position (vector2 like)
box_text - text to display when there is no input (str)
col_active - the color of the label background when the label is selected (color3 like)
col_passive - the color of the label background when the label is not selected (color3 like)
col_active_txt - the color of the text when the label is selected. set to None in order to make it negative then regular (color3 like/None)
col_passive_txt - the color of the text when the label is not selected. set to None in order to make it negative then regular (color3 like/None)
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InputLabel.show(self, workspace: pygame.Surface, events)
function actions:
put the input label on a surface and get user input.
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parameters:
workspace - the surface to put the tick label on (pygame.Surface)
events - pe events (will be automated soon, probably next update) (PE.last_events)
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recommended place in script:
in the render zone (between the frame fill and the frame update)
PE.Label.init(screen_size_)
automated function, updates global data
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function actions:
update render resolution
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function usage:
used by PE.init() function to update render resolution for gifs.
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parameters:
screen_size_ - new render resolution
PE.Label.fast_image(workspace, img: pygame.surface.Surface, size=(100, 100), pos=(0, 0), rot=0, color=(0, 0, 0, 0))
takes more CPU power but less RAM storage. best use for automated images, such as for loops or tiled games.
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function actions:
put an image on a surface
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function usage:
dynamic amount of images, simple images.
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parameters:
workspace - surface to put the image on (pygame.Surface)
img - the image source (pygame.Surface)
size - the image size (vector2 like)
pos - the image position (vector2 like)
rot - the image rotation (int)
color - the image tint (color4 like)​
PE.Label.fast_text(workspace, text: str, size=10, color=(0, 0, 0), pos=(0, 0), dir=0, font='freesansbold.ttf')
takes more CPU power but less RAM storage. best use for automated text labels, such as for loops.
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function actions:
put a text on a surface
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function usage:
dynamic amount of text labels, simple text labels.
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parameters:
workspace - surface to put the text on (pygame.Surface)
text - the text (str)
size - the text height (int)
pos - the text position (vector2 like)
font - the font file (path like string)
color - the text color (color3 like)
