pygamelib

Contents (API reference):

  • actuators
    • Actuator
      • Actuator
        • Actuator.__init__()
        • Actuator.attach()
        • Actuator.detach()
        • Actuator.handle_notification()
        • Actuator.load()
        • Actuator.next_move()
        • Actuator.notify()
        • Actuator.pause()
        • Actuator.screen_column
        • Actuator.screen_row
        • Actuator.serialize()
        • Actuator.start()
        • Actuator.stop()
        • Actuator.store_screen_position()
    • Behavioral
      • Behavioral
        • Behavioral.__init__()
        • Behavioral.attach()
        • Behavioral.detach()
        • Behavioral.handle_notification()
        • Behavioral.load()
        • Behavioral.next_action()
        • Behavioral.next_move()
        • Behavioral.notify()
        • Behavioral.pause()
        • Behavioral.screen_column
        • Behavioral.screen_row
        • Behavioral.serialize()
        • Behavioral.start()
        • Behavioral.stop()
        • Behavioral.store_screen_position()
    • PathActuator
      • PathActuator
        • PathActuator.__init__()
        • PathActuator.attach()
        • PathActuator.detach()
        • PathActuator.handle_notification()
        • PathActuator.load()
        • PathActuator.next_move()
        • PathActuator.notify()
        • PathActuator.pause()
        • PathActuator.screen_column
        • PathActuator.screen_row
        • PathActuator.serialize()
        • PathActuator.set_path()
        • PathActuator.start()
        • PathActuator.stop()
        • PathActuator.store_screen_position()
    • PatrolActuator
      • PatrolActuator
        • PatrolActuator.__init__()
        • PatrolActuator.attach()
        • PatrolActuator.detach()
        • PatrolActuator.handle_notification()
        • PatrolActuator.load()
        • PatrolActuator.next_move()
        • PatrolActuator.notify()
        • PatrolActuator.pause()
        • PatrolActuator.screen_column
        • PatrolActuator.screen_row
        • PatrolActuator.serialize()
        • PatrolActuator.set_path()
        • PatrolActuator.start()
        • PatrolActuator.stop()
        • PatrolActuator.store_screen_position()
    • PathFinder
      • PathFinder
        • PathFinder.__init__()
        • PathFinder.add_waypoint()
        • PathFinder.attach()
        • PathFinder.clear_waypoints()
        • PathFinder.current_path()
        • PathFinder.current_waypoint()
        • PathFinder.detach()
        • PathFinder.find_path()
        • PathFinder.handle_notification()
        • PathFinder.load()
        • PathFinder.next_action()
        • PathFinder.next_move()
        • PathFinder.next_waypoint()
        • PathFinder.notify()
        • PathFinder.pause()
        • PathFinder.remove_waypoint()
        • PathFinder.screen_column
        • PathFinder.screen_row
        • PathFinder.serialize()
        • PathFinder.set_destination()
        • PathFinder.start()
        • PathFinder.stop()
        • PathFinder.store_screen_position()
    • RandomActuator
      • RandomActuator
        • RandomActuator.__init__()
        • RandomActuator.attach()
        • RandomActuator.detach()
        • RandomActuator.handle_notification()
        • RandomActuator.load()
        • RandomActuator.moveset
        • RandomActuator.next_move()
        • RandomActuator.notify()
        • RandomActuator.pause()
        • RandomActuator.screen_column
        • RandomActuator.screen_row
        • RandomActuator.serialize()
        • RandomActuator.start()
        • RandomActuator.stop()
        • RandomActuator.store_screen_position()
    • UnidirectionalActuator
      • UnidirectionalActuator
        • UnidirectionalActuator.__init__()
        • UnidirectionalActuator.attach()
        • UnidirectionalActuator.detach()
        • UnidirectionalActuator.handle_notification()
        • UnidirectionalActuator.load()
        • UnidirectionalActuator.next_move()
        • UnidirectionalActuator.notify()
        • UnidirectionalActuator.pause()
        • UnidirectionalActuator.screen_column
        • UnidirectionalActuator.screen_row
        • UnidirectionalActuator.serialize()
        • UnidirectionalActuator.start()
        • UnidirectionalActuator.stop()
        • UnidirectionalActuator.store_screen_position()
  • assets
    • graphics
      • Blocks
        • Blocks
      • BoxDrawings
        • BoxDrawings
      • GeometricShapes
        • GeometricShapes
      • MiscTechnicals
        • MiscTechnicals
      • Models
        • Models
    • Fonts
      • 8bits
        • How to use?
        • What does it look like?
      • figlet-caligraphy
        • How to use?
        • What does it look like?
        • More
      • figlet-doom
        • How to use?
        • What does it look like?
        • More
      • figlet-graffiti
        • How to use?
        • What does it look like?
        • More
      • figlet-mirror
        • How to use?
        • What does it look like?
        • More
      • figlet-pepper
        • How to use?
        • What does it look like?
        • More
      • figlet-poison
        • How to use?
        • What does it look like?
        • More
      • figlet-puffy
        • How to use?
        • What does it look like?
        • More
      • figlet-rounded
        • How to use?
        • What does it look like?
        • More
      • figlet-stampatello
        • How to use?
        • What does it look like?
        • More
      • figlet-univers
        • How to use?
        • What does it look like?
        • More
      • figlet-wavy
        • How to use?
        • What does it look like?
        • More
  • base
    • Console
      • Console
        • Console.instance()
    • History
      • History
        • History.__init__()
        • History.add()
        • History.current
        • History.instance()
        • History.redo()
        • History.reset()
        • History.undo()
    • Math
      • Math
        • Math.__init__()
        • Math.distance()
        • Math.intersect()
        • Math.lerp()
    • PglBaseObject
      • PglBaseObject
        • PglBaseObject.__init__()
        • PglBaseObject.attach()
        • PglBaseObject.detach()
        • PglBaseObject.handle_notification()
        • PglBaseObject.notify()
        • PglBaseObject.screen_column
        • PglBaseObject.screen_row
        • PglBaseObject.store_screen_position()
    • PglException
      • PglException
    • PglInvalidLevelException
      • PglInvalidLevelException
    • PglInvalidTypeException
      • PglInvalidTypeException
    • PglInventoryException
      • PglInventoryException
    • PglObjectIsNotMovableException
      • PglObjectIsNotMovableException
    • PglOutOfBoardBoundException
      • PglOutOfBoardBoundException
    • Text
      • Text
        • Text.__init__()
        • Text.attach()
        • Text.bg_color
        • Text.black()
        • Text.black_bright()
        • Text.black_dim()
        • Text.blue()
        • Text.blue_bright()
        • Text.blue_dim()
        • Text.cyan()
        • Text.cyan_bright()
        • Text.cyan_dim()
        • Text.debug()
        • Text.detach()
        • Text.fatal()
        • Text.fg_color
        • Text.green()
        • Text.green_bright()
        • Text.green_dim()
        • Text.handle_notification()
        • Text.info()
        • Text.length
        • Text.load()
        • Text.magenta()
        • Text.magenta_bright()
        • Text.magenta_dim()
        • Text.notify()
        • Text.parent
        • Text.print_formatted()
        • Text.print_white_on_red()
        • Text.red()
        • Text.red_bright()
        • Text.red_dim()
        • Text.render_to_buffer()
        • Text.screen_column
        • Text.screen_row
        • Text.serialize()
        • Text.store_screen_position()
        • Text.style
        • Text.text
        • Text.warn()
        • Text.white()
        • Text.white_bright()
        • Text.white_dim()
        • Text.yellow()
        • Text.yellow_bright()
        • Text.yellow_dim()
    • Vector2D
      • Vector2D
        • Vector2D.__init__()
        • Vector2D.column
        • Vector2D.from_direction()
        • Vector2D.length()
        • Vector2D.load()
        • Vector2D.rounding_precision
        • Vector2D.row
        • Vector2D.serialize()
        • Vector2D.unit()
        • Vector2D.x
        • Vector2D.y
    • Deprecated objects
      • HacException
        • HacException
      • HacInvalidLevelException
        • HacInvalidLevelException
      • HacInvalidTypeException
        • HacInvalidTypeException
      • HacObjectIsNotMovableException
        • HacObjectIsNotMovableException
      • HacOutOfBoardBoundException
        • HacOutOfBoardBoundException
  • board_items
    • Actionable
      • Actionable
        • Actionable.__init__()
        • Actionable.activate()
        • Actionable.animation
        • Actionable.attach()
        • Actionable.can_move()
        • Actionable.collides_with()
        • Actionable.column
        • Actionable.debug_info()
        • Actionable.detach()
        • Actionable.display()
        • Actionable.distance_to()
        • Actionable.handle_notification()
        • Actionable.heading
        • Actionable.height
        • Actionable.inventory_space
        • Actionable.layer
        • Actionable.load()
        • Actionable.model
        • Actionable.notify()
        • Actionable.overlappable()
        • Actionable.particle_emitter
        • Actionable.pickable()
        • Actionable.position_as_vector()
        • Actionable.render_to_buffer()
        • Actionable.restorable()
        • Actionable.row
        • Actionable.screen_column
        • Actionable.screen_row
        • Actionable.serialize()
        • Actionable.set_can_move()
        • Actionable.set_overlappable()
        • Actionable.set_pickable()
        • Actionable.set_restorable()
        • Actionable.size
        • Actionable.store_position()
        • Actionable.store_screen_position()
        • Actionable.width
    • ActionableTile
      • ActionableTile
        • ActionableTile.__init__()
        • ActionableTile.activate()
        • ActionableTile.animation
        • ActionableTile.attach()
        • ActionableTile.can_move()
        • ActionableTile.collides_with()
        • ActionableTile.column
        • ActionableTile.debug_info()
        • ActionableTile.detach()
        • ActionableTile.display()
        • ActionableTile.distance_to()
        • ActionableTile.handle_notification()
        • ActionableTile.heading
        • ActionableTile.height
        • ActionableTile.inventory_space
        • ActionableTile.item()
        • ActionableTile.layer
        • ActionableTile.load()
        • ActionableTile.model
        • ActionableTile.notify()
        • ActionableTile.overlappable()
        • ActionableTile.particle_emitter
        • ActionableTile.pickable()
        • ActionableTile.position_as_vector()
        • ActionableTile.render_to_buffer()
        • ActionableTile.restorable()
        • ActionableTile.row
        • ActionableTile.screen_column
        • ActionableTile.screen_row
        • ActionableTile.serialize()
        • ActionableTile.set_can_move()
        • ActionableTile.set_overlappable()
        • ActionableTile.set_pickable()
        • ActionableTile.set_restorable()
        • ActionableTile.size
        • ActionableTile.sprite
        • ActionableTile.store_position()
        • ActionableTile.store_screen_position()
        • ActionableTile.update_sprite()
        • ActionableTile.width
    • BoardComplexItem
      • BoardComplexItem
        • BoardComplexItem.__init__()
        • BoardComplexItem.animation
        • BoardComplexItem.attach()
        • BoardComplexItem.can_move()
        • BoardComplexItem.collides_with()
        • BoardComplexItem.column
        • BoardComplexItem.debug_info()
        • BoardComplexItem.detach()
        • BoardComplexItem.display()
        • BoardComplexItem.distance_to()
        • BoardComplexItem.handle_notification()
        • BoardComplexItem.heading
        • BoardComplexItem.height
        • BoardComplexItem.inventory_space
        • BoardComplexItem.item()
        • BoardComplexItem.layer
        • BoardComplexItem.load()
        • BoardComplexItem.model
        • BoardComplexItem.notify()
        • BoardComplexItem.overlappable()
        • BoardComplexItem.particle_emitter
        • BoardComplexItem.pickable()
        • BoardComplexItem.position_as_vector()
        • BoardComplexItem.render_to_buffer()
        • BoardComplexItem.restorable()
        • BoardComplexItem.row
        • BoardComplexItem.screen_column
        • BoardComplexItem.screen_row
        • BoardComplexItem.serialize()
        • BoardComplexItem.set_can_move()
        • BoardComplexItem.set_overlappable()
        • BoardComplexItem.set_pickable()
        • BoardComplexItem.set_restorable()
        • BoardComplexItem.size
        • BoardComplexItem.sprite
        • BoardComplexItem.store_position()
        • BoardComplexItem.store_screen_position()
        • BoardComplexItem.update_sprite()
        • BoardComplexItem.width
    • BoardItemComplexComponent
      • BoardItemComplexComponent
        • BoardItemComplexComponent.__init__()
        • BoardItemComplexComponent.animation
        • BoardItemComplexComponent.attach()
        • BoardItemComplexComponent.can_move()
        • BoardItemComplexComponent.collides_with()
        • BoardItemComplexComponent.column
        • BoardItemComplexComponent.debug_info()
        • BoardItemComplexComponent.detach()
        • BoardItemComplexComponent.display()
        • BoardItemComplexComponent.distance_to()
        • BoardItemComplexComponent.handle_notification()
        • BoardItemComplexComponent.heading
        • BoardItemComplexComponent.height
        • BoardItemComplexComponent.inventory_space
        • BoardItemComplexComponent.layer
        • BoardItemComplexComponent.load()
        • BoardItemComplexComponent.model
        • BoardItemComplexComponent.notify()
        • BoardItemComplexComponent.overlappable()
        • BoardItemComplexComponent.particle_emitter
        • BoardItemComplexComponent.pickable()
        • BoardItemComplexComponent.position_as_vector()
        • BoardItemComplexComponent.render_to_buffer()
        • BoardItemComplexComponent.restorable()
        • BoardItemComplexComponent.row
        • BoardItemComplexComponent.screen_column
        • BoardItemComplexComponent.screen_row
        • BoardItemComplexComponent.serialize()
        • BoardItemComplexComponent.set_can_move()
        • BoardItemComplexComponent.set_overlappable()
        • BoardItemComplexComponent.set_pickable()
        • BoardItemComplexComponent.set_restorable()
        • BoardItemComplexComponent.size
        • BoardItemComplexComponent.store_position()
        • BoardItemComplexComponent.store_screen_position()
        • BoardItemComplexComponent.width
    • BoardItem
      • BoardItem
        • BoardItem.__init__()
        • BoardItem.animation
        • BoardItem.attach()
        • BoardItem.can_move()
        • BoardItem.collides_with()
        • BoardItem.column
        • BoardItem.debug_info()
        • BoardItem.detach()
        • BoardItem.display()
        • BoardItem.distance_to()
        • BoardItem.handle_notification()
        • BoardItem.heading
        • BoardItem.height
        • BoardItem.inventory_space
        • BoardItem.layer
        • BoardItem.load()
        • BoardItem.model
        • BoardItem.notify()
        • BoardItem.overlappable()
        • BoardItem.particle_emitter
        • BoardItem.pickable()
        • BoardItem.position_as_vector()
        • BoardItem.render_to_buffer()
        • BoardItem.restorable()
        • BoardItem.row
        • BoardItem.screen_column
        • BoardItem.screen_row
        • BoardItem.serialize()
        • BoardItem.set_can_move()
        • BoardItem.set_overlappable()
        • BoardItem.set_pickable()
        • BoardItem.set_restorable()
        • BoardItem.size
        • BoardItem.store_position()
        • BoardItem.store_screen_position()
        • BoardItem.width
    • BoardItemVoid
      • BoardItemVoid
        • BoardItemVoid.__init__()
        • BoardItemVoid.animation
        • BoardItemVoid.attach()
        • BoardItemVoid.can_move()
        • BoardItemVoid.collides_with()
        • BoardItemVoid.column
        • BoardItemVoid.debug_info()
        • BoardItemVoid.detach()
        • BoardItemVoid.display()
        • BoardItemVoid.distance_to()
        • BoardItemVoid.handle_notification()
        • BoardItemVoid.heading
        • BoardItemVoid.height
        • BoardItemVoid.inventory_space
        • BoardItemVoid.layer
        • BoardItemVoid.load()
        • BoardItemVoid.model
        • BoardItemVoid.notify()
        • BoardItemVoid.overlappable()
        • BoardItemVoid.particle_emitter
        • BoardItemVoid.pickable()
        • BoardItemVoid.position_as_vector()
        • BoardItemVoid.render_to_buffer()
        • BoardItemVoid.restorable()
        • BoardItemVoid.row
        • BoardItemVoid.screen_column
        • BoardItemVoid.screen_row
        • BoardItemVoid.serialize()
        • BoardItemVoid.set_can_move()
        • BoardItemVoid.set_overlappable()
        • BoardItemVoid.set_pickable()
        • BoardItemVoid.set_restorable()
        • BoardItemVoid.size
        • BoardItemVoid.store_position()
        • BoardItemVoid.store_screen_position()
        • BoardItemVoid.width
    • Camera
      • Camera
        • Camera.__init__()
        • Camera.animation
        • Camera.attach()
        • Camera.can_move()
        • Camera.collides_with()
        • Camera.column
        • Camera.debug_info()
        • Camera.detach()
        • Camera.display()
        • Camera.distance_to()
        • Camera.dtmove
        • Camera.handle_notification()
        • Camera.has_inventory()
        • Camera.heading
        • Camera.height
        • Camera.inventory_space
        • Camera.layer
        • Camera.load()
        • Camera.model
        • Camera.notify()
        • Camera.overlappable()
        • Camera.particle_emitter
        • Camera.pickable()
        • Camera.position_as_vector()
        • Camera.render_to_buffer()
        • Camera.restorable()
        • Camera.row
        • Camera.screen_column
        • Camera.screen_row
        • Camera.serialize()
        • Camera.set_can_move()
        • Camera.set_overlappable()
        • Camera.set_pickable()
        • Camera.set_restorable()
        • Camera.size
        • Camera.store_position()
        • Camera.store_screen_position()
        • Camera.width
    • Character
      • Character
        • Character.__init__()
        • Character.animation
        • Character.attach()
        • Character.can_move()
        • Character.collides_with()
        • Character.column
        • Character.debug_info()
        • Character.detach()
        • Character.display()
        • Character.distance_to()
        • Character.dtmove
        • Character.handle_notification()
        • Character.has_inventory()
        • Character.heading
        • Character.height
        • Character.inventory_space
        • Character.layer
        • Character.load()
        • Character.model
        • Character.notify()
        • Character.overlappable()
        • Character.particle_emitter
        • Character.pickable()
        • Character.position_as_vector()
        • Character.render_to_buffer()
        • Character.restorable()
        • Character.row
        • Character.screen_column
        • Character.screen_row
        • Character.serialize()
        • Character.set_can_move()
        • Character.set_overlappable()
        • Character.set_pickable()
        • Character.set_restorable()
        • Character.size
        • Character.store_position()
        • Character.store_screen_position()
        • Character.width
    • ComplexDoor
      • ComplexDoor
        • ComplexDoor.__init__()
        • ComplexDoor.animation
        • ComplexDoor.attach()
        • ComplexDoor.can_move()
        • ComplexDoor.collides_with()
        • ComplexDoor.column
        • ComplexDoor.debug_info()
        • ComplexDoor.detach()
        • ComplexDoor.display()
        • ComplexDoor.distance_to()
        • ComplexDoor.handle_notification()
        • ComplexDoor.heading
        • ComplexDoor.height
        • ComplexDoor.inventory_space
        • ComplexDoor.item()
        • ComplexDoor.layer
        • ComplexDoor.load()
        • ComplexDoor.model
        • ComplexDoor.notify()
        • ComplexDoor.overlappable()
        • ComplexDoor.particle_emitter
        • ComplexDoor.pickable()
        • ComplexDoor.position_as_vector()
        • ComplexDoor.render_to_buffer()
        • ComplexDoor.restorable()
        • ComplexDoor.row
        • ComplexDoor.screen_column
        • ComplexDoor.screen_row
        • ComplexDoor.serialize()
        • ComplexDoor.set_can_move()
        • ComplexDoor.set_overlappable()
        • ComplexDoor.set_pickable()
        • ComplexDoor.set_restorable()
        • ComplexDoor.size
        • ComplexDoor.sprite
        • ComplexDoor.store_position()
        • ComplexDoor.store_screen_position()
        • ComplexDoor.update_sprite()
        • ComplexDoor.width
    • ComplexNPC
      • ComplexNPC
        • ComplexNPC.__init__()
        • ComplexNPC.animation
        • ComplexNPC.attach()
        • ComplexNPC.can_move()
        • ComplexNPC.collides_with()
        • ComplexNPC.column
        • ComplexNPC.debug_info()
        • ComplexNPC.detach()
        • ComplexNPC.display()
        • ComplexNPC.distance_to()
        • ComplexNPC.dtmove
        • ComplexNPC.handle_notification()
        • ComplexNPC.has_inventory()
        • ComplexNPC.heading
        • ComplexNPC.height
        • ComplexNPC.inventory_space
        • ComplexNPC.item()
        • ComplexNPC.layer
        • ComplexNPC.load()
        • ComplexNPC.model
        • ComplexNPC.notify()
        • ComplexNPC.overlappable()
        • ComplexNPC.particle_emitter
        • ComplexNPC.pickable()
        • ComplexNPC.position_as_vector()
        • ComplexNPC.render_to_buffer()
        • ComplexNPC.restorable()
        • ComplexNPC.row
        • ComplexNPC.screen_column
        • ComplexNPC.screen_row
        • ComplexNPC.serialize()
        • ComplexNPC.set_can_move()
        • ComplexNPC.set_overlappable()
        • ComplexNPC.set_pickable()
        • ComplexNPC.set_restorable()
        • ComplexNPC.size
        • ComplexNPC.sprite
        • ComplexNPC.store_position()
        • ComplexNPC.store_screen_position()
        • ComplexNPC.update_sprite()
        • ComplexNPC.width
    • ComplexPlayer
      • ComplexPlayer
        • ComplexPlayer.__init__()
        • ComplexPlayer.animation
        • ComplexPlayer.attach()
        • ComplexPlayer.can_move()
        • ComplexPlayer.collides_with()
        • ComplexPlayer.column
        • ComplexPlayer.debug_info()
        • ComplexPlayer.detach()
        • ComplexPlayer.display()
        • ComplexPlayer.distance_to()
        • ComplexPlayer.dtmove
        • ComplexPlayer.handle_notification()
        • ComplexPlayer.has_inventory()
        • ComplexPlayer.heading
        • ComplexPlayer.height
        • ComplexPlayer.inventory_space
        • ComplexPlayer.item()
        • ComplexPlayer.layer
        • ComplexPlayer.load()
        • ComplexPlayer.model
        • ComplexPlayer.notify()
        • ComplexPlayer.overlappable()
        • ComplexPlayer.particle_emitter
        • ComplexPlayer.pickable()
        • ComplexPlayer.position_as_vector()
        • ComplexPlayer.render_to_buffer()
        • ComplexPlayer.restorable()
        • ComplexPlayer.row
        • ComplexPlayer.screen_column
        • ComplexPlayer.screen_row
        • ComplexPlayer.serialize()
        • ComplexPlayer.set_can_move()
        • ComplexPlayer.set_overlappable()
        • ComplexPlayer.set_pickable()
        • ComplexPlayer.set_restorable()
        • ComplexPlayer.size
        • ComplexPlayer.sprite
        • ComplexPlayer.store_position()
        • ComplexPlayer.store_screen_position()
        • ComplexPlayer.update_sprite()
        • ComplexPlayer.width
    • ComplexTreasure
      • ComplexTreasure
        • ComplexTreasure.__init__()
        • ComplexTreasure.animation
        • ComplexTreasure.attach()
        • ComplexTreasure.can_move()
        • ComplexTreasure.collides_with()
        • ComplexTreasure.column
        • ComplexTreasure.debug_info()
        • ComplexTreasure.detach()
        • ComplexTreasure.display()
        • ComplexTreasure.distance_to()
        • ComplexTreasure.handle_notification()
        • ComplexTreasure.heading
        • ComplexTreasure.height
        • ComplexTreasure.inventory_space
        • ComplexTreasure.item()
        • ComplexTreasure.layer
        • ComplexTreasure.load()
        • ComplexTreasure.model
        • ComplexTreasure.notify()
        • ComplexTreasure.overlappable()
        • ComplexTreasure.particle_emitter
        • ComplexTreasure.pickable()
        • ComplexTreasure.position_as_vector()
        • ComplexTreasure.render_to_buffer()
        • ComplexTreasure.restorable()
        • ComplexTreasure.row
        • ComplexTreasure.screen_column
        • ComplexTreasure.screen_row
        • ComplexTreasure.serialize()
        • ComplexTreasure.set_can_move()
        • ComplexTreasure.set_overlappable()
        • ComplexTreasure.set_pickable()
        • ComplexTreasure.set_restorable()
        • ComplexTreasure.size
        • ComplexTreasure.sprite
        • ComplexTreasure.store_position()
        • ComplexTreasure.store_screen_position()
        • ComplexTreasure.update_sprite()
        • ComplexTreasure.width
    • ComplexWall
      • ComplexWall
        • ComplexWall.__init__()
        • ComplexWall.animation
        • ComplexWall.attach()
        • ComplexWall.can_move()
        • ComplexWall.collides_with()
        • ComplexWall.column
        • ComplexWall.debug_info()
        • ComplexWall.detach()
        • ComplexWall.display()
        • ComplexWall.distance_to()
        • ComplexWall.handle_notification()
        • ComplexWall.heading
        • ComplexWall.height
        • ComplexWall.inventory_space
        • ComplexWall.item()
        • ComplexWall.layer
        • ComplexWall.load()
        • ComplexWall.model
        • ComplexWall.notify()
        • ComplexWall.overlappable()
        • ComplexWall.particle_emitter
        • ComplexWall.pickable()
        • ComplexWall.position_as_vector()
        • ComplexWall.render_to_buffer()
        • ComplexWall.restorable()
        • ComplexWall.row
        • ComplexWall.screen_column
        • ComplexWall.screen_row
        • ComplexWall.serialize()
        • ComplexWall.set_can_move()
        • ComplexWall.set_overlappable()
        • ComplexWall.set_pickable()
        • ComplexWall.set_restorable()
        • ComplexWall.size
        • ComplexWall.sprite
        • ComplexWall.store_position()
        • ComplexWall.store_screen_position()
        • ComplexWall.update_sprite()
        • ComplexWall.width
    • Door
      • Door
        • Door.__init__()
        • Door.animation
        • Door.attach()
        • Door.can_move()
        • Door.collides_with()
        • Door.column
        • Door.debug_info()
        • Door.detach()
        • Door.display()
        • Door.distance_to()
        • Door.handle_notification()
        • Door.heading
        • Door.height
        • Door.inventory_space
        • Door.layer
        • Door.load()
        • Door.model
        • Door.notify()
        • Door.overlappable()
        • Door.particle_emitter
        • Door.pickable()
        • Door.position_as_vector()
        • Door.render_to_buffer()
        • Door.restorable()
        • Door.row
        • Door.screen_column
        • Door.screen_row
        • Door.serialize()
        • Door.set_can_move()
        • Door.set_overlappable()
        • Door.set_pickable()
        • Door.set_restorable()
        • Door.size
        • Door.store_position()
        • Door.store_screen_position()
        • Door.width
    • GenericActionableStructure
      • GenericActionableStructure
        • GenericActionableStructure.__init__()
        • GenericActionableStructure.activate()
        • GenericActionableStructure.animation
        • GenericActionableStructure.attach()
        • GenericActionableStructure.can_move()
        • GenericActionableStructure.collides_with()
        • GenericActionableStructure.column
        • GenericActionableStructure.debug_info()
        • GenericActionableStructure.detach()
        • GenericActionableStructure.display()
        • GenericActionableStructure.distance_to()
        • GenericActionableStructure.handle_notification()
        • GenericActionableStructure.heading
        • GenericActionableStructure.height
        • GenericActionableStructure.inventory_space
        • GenericActionableStructure.layer
        • GenericActionableStructure.load()
        • GenericActionableStructure.model
        • GenericActionableStructure.notify()
        • GenericActionableStructure.overlappable()
        • GenericActionableStructure.particle_emitter
        • GenericActionableStructure.pickable()
        • GenericActionableStructure.position_as_vector()
        • GenericActionableStructure.render_to_buffer()
        • GenericActionableStructure.restorable()
        • GenericActionableStructure.row
        • GenericActionableStructure.screen_column
        • GenericActionableStructure.screen_row
        • GenericActionableStructure.serialize()
        • GenericActionableStructure.set_can_move()
        • GenericActionableStructure.set_overlappable()
        • GenericActionableStructure.set_pickable()
        • GenericActionableStructure.set_restorable()
        • GenericActionableStructure.size
        • GenericActionableStructure.store_position()
        • GenericActionableStructure.store_screen_position()
        • GenericActionableStructure.width
    • GenericStructureComplexComponent
      • GenericStructureComplexComponent
        • GenericStructureComplexComponent.__init__()
        • GenericStructureComplexComponent.animation
        • GenericStructureComplexComponent.attach()
        • GenericStructureComplexComponent.can_move()
        • GenericStructureComplexComponent.collides_with()
        • GenericStructureComplexComponent.column
        • GenericStructureComplexComponent.debug_info()
        • GenericStructureComplexComponent.detach()
        • GenericStructureComplexComponent.display()
        • GenericStructureComplexComponent.distance_to()
        • GenericStructureComplexComponent.handle_notification()
        • GenericStructureComplexComponent.heading
        • GenericStructureComplexComponent.height
        • GenericStructureComplexComponent.inventory_space
        • GenericStructureComplexComponent.layer
        • GenericStructureComplexComponent.load()
        • GenericStructureComplexComponent.model
        • GenericStructureComplexComponent.notify()
        • GenericStructureComplexComponent.overlappable()
        • GenericStructureComplexComponent.particle_emitter
        • GenericStructureComplexComponent.pickable()
        • GenericStructureComplexComponent.position_as_vector()
        • GenericStructureComplexComponent.render_to_buffer()
        • GenericStructureComplexComponent.restorable()
        • GenericStructureComplexComponent.row
        • GenericStructureComplexComponent.screen_column
        • GenericStructureComplexComponent.screen_row
        • GenericStructureComplexComponent.serialize()
        • GenericStructureComplexComponent.set_can_move()
        • GenericStructureComplexComponent.set_overlappable()
        • GenericStructureComplexComponent.set_pickable()
        • GenericStructureComplexComponent.set_restorable()
        • GenericStructureComplexComponent.size
        • GenericStructureComplexComponent.store_position()
        • GenericStructureComplexComponent.store_screen_position()
        • GenericStructureComplexComponent.width
    • GenericStructure
      • GenericStructure
        • GenericStructure.__init__()
        • GenericStructure.animation
        • GenericStructure.attach()
        • GenericStructure.can_move()
        • GenericStructure.collides_with()
        • GenericStructure.column
        • GenericStructure.debug_info()
        • GenericStructure.detach()
        • GenericStructure.display()
        • GenericStructure.distance_to()
        • GenericStructure.handle_notification()
        • GenericStructure.heading
        • GenericStructure.height
        • GenericStructure.inventory_space
        • GenericStructure.layer
        • GenericStructure.load()
        • GenericStructure.model
        • GenericStructure.notify()
        • GenericStructure.overlappable()
        • GenericStructure.particle_emitter
        • GenericStructure.pickable()
        • GenericStructure.position_as_vector()
        • GenericStructure.render_to_buffer()
        • GenericStructure.restorable()
        • GenericStructure.row
        • GenericStructure.screen_column
        • GenericStructure.screen_row
        • GenericStructure.serialize()
        • GenericStructure.set_can_move()
        • GenericStructure.set_overlappable()
        • GenericStructure.set_pickable()
        • GenericStructure.set_restorable()
        • GenericStructure.size
        • GenericStructure.store_position()
        • GenericStructure.store_screen_position()
        • GenericStructure.width
    • Immovable
      • Immovable
        • Immovable.__init__()
        • Immovable.animation
        • Immovable.attach()
        • Immovable.can_move()
        • Immovable.collides_with()
        • Immovable.column
        • Immovable.debug_info()
        • Immovable.detach()
        • Immovable.display()
        • Immovable.distance_to()
        • Immovable.handle_notification()
        • Immovable.heading
        • Immovable.height
        • Immovable.inventory_space
        • Immovable.layer
        • Immovable.load()
        • Immovable.model
        • Immovable.notify()
        • Immovable.overlappable()
        • Immovable.particle_emitter
        • Immovable.pickable()
        • Immovable.position_as_vector()
        • Immovable.render_to_buffer()
        • Immovable.restorable()
        • Immovable.row
        • Immovable.screen_column
        • Immovable.screen_row
        • Immovable.serialize()
        • Immovable.set_can_move()
        • Immovable.set_overlappable()
        • Immovable.set_pickable()
        • Immovable.set_restorable()
        • Immovable.size
        • Immovable.store_position()
        • Immovable.store_screen_position()
        • Immovable.width
    • Movable
      • Movable
        • Movable.__init__()
        • Movable.animation
        • Movable.attach()
        • Movable.can_move()
        • Movable.collides_with()
        • Movable.column
        • Movable.debug_info()
        • Movable.detach()
        • Movable.display()
        • Movable.distance_to()
        • Movable.dtmove
        • Movable.handle_notification()
        • Movable.has_inventory()
        • Movable.heading
        • Movable.height
        • Movable.inventory_space
        • Movable.layer
        • Movable.load()
        • Movable.model
        • Movable.notify()
        • Movable.overlappable()
        • Movable.particle_emitter
        • Movable.pickable()
        • Movable.position_as_vector()
        • Movable.render_to_buffer()
        • Movable.restorable()
        • Movable.row
        • Movable.screen_column
        • Movable.screen_row
        • Movable.serialize()
        • Movable.set_can_move()
        • Movable.set_overlappable()
        • Movable.set_pickable()
        • Movable.set_restorable()
        • Movable.size
        • Movable.store_position()
        • Movable.store_screen_position()
        • Movable.width
    • NPC
      • NPC
        • NPC.__init__()
        • NPC.animation
        • NPC.attach()
        • NPC.can_move()
        • NPC.collides_with()
        • NPC.column
        • NPC.debug_info()
        • NPC.detach()
        • NPC.display()
        • NPC.distance_to()
        • NPC.dtmove
        • NPC.handle_notification()
        • NPC.has_inventory()
        • NPC.heading
        • NPC.height
        • NPC.inventory_space
        • NPC.layer
        • NPC.load()
        • NPC.model
        • NPC.notify()
        • NPC.overlappable()
        • NPC.particle_emitter
        • NPC.pickable()
        • NPC.position_as_vector()
        • NPC.render_to_buffer()
        • NPC.restorable()
        • NPC.row
        • NPC.screen_column
        • NPC.screen_row
        • NPC.serialize()
        • NPC.set_can_move()
        • NPC.set_overlappable()
        • NPC.set_pickable()
        • NPC.set_restorable()
        • NPC.size
        • NPC.store_position()
        • NPC.store_screen_position()
        • NPC.width
    • Player
      • Player
        • Player.__init__()
        • Player.animation
        • Player.attach()
        • Player.can_move()
        • Player.collides_with()
        • Player.column
        • Player.debug_info()
        • Player.detach()
        • Player.display()
        • Player.distance_to()
        • Player.dtmove
        • Player.handle_notification()
        • Player.has_inventory()
        • Player.heading
        • Player.height
        • Player.inventory_space
        • Player.layer
        • Player.load()
        • Player.model
        • Player.notify()
        • Player.overlappable()
        • Player.particle_emitter
        • Player.pickable()
        • Player.position_as_vector()
        • Player.render_to_buffer()
        • Player.restorable()
        • Player.row
        • Player.screen_column
        • Player.screen_row
        • Player.serialize()
        • Player.set_can_move()
        • Player.set_overlappable()
        • Player.set_pickable()
        • Player.set_restorable()
        • Player.size
        • Player.store_position()
        • Player.store_screen_position()
        • Player.width
    • Projectile
      • Projectile
        • Projectile.__init__()
        • Projectile.add_directional_animation()
        • Projectile.add_directional_model()
        • Projectile.animation
        • Projectile.attach()
        • Projectile.can_move()
        • Projectile.collides_with()
        • Projectile.column
        • Projectile.debug_info()
        • Projectile.detach()
        • Projectile.direction
        • Projectile.directional_animation()
        • Projectile.directional_model()
        • Projectile.display()
        • Projectile.distance_to()
        • Projectile.dtmove
        • Projectile.handle_notification()
        • Projectile.has_inventory()
        • Projectile.heading
        • Projectile.height
        • Projectile.hit()
        • Projectile.inventory_space
        • Projectile.layer
        • Projectile.load()
        • Projectile.model
        • Projectile.notify()
        • Projectile.overlappable()
        • Projectile.particle_emitter
        • Projectile.pickable()
        • Projectile.position_as_vector()
        • Projectile.remove_directional_animation()
        • Projectile.remove_directional_model()
        • Projectile.render_to_buffer()
        • Projectile.restorable()
        • Projectile.row
        • Projectile.screen_column
        • Projectile.screen_row
        • Projectile.serialize()
        • Projectile.set_can_move()
        • Projectile.set_direction()
        • Projectile.set_overlappable()
        • Projectile.set_pickable()
        • Projectile.set_restorable()
        • Projectile.size
        • Projectile.store_position()
        • Projectile.store_screen_position()
        • Projectile.width
    • TextItem
      • TextItem
        • TextItem.__init__()
        • TextItem.animation
        • TextItem.attach()
        • TextItem.can_move()
        • TextItem.collides_with()
        • TextItem.column
        • TextItem.debug_info()
        • TextItem.detach()
        • TextItem.display()
        • TextItem.distance_to()
        • TextItem.handle_notification()
        • TextItem.heading
        • TextItem.height
        • TextItem.inventory_space
        • TextItem.item()
        • TextItem.layer
        • TextItem.load()
        • TextItem.model
        • TextItem.notify()
        • TextItem.overlappable()
        • TextItem.particle_emitter
        • TextItem.pickable()
        • TextItem.position_as_vector()
        • TextItem.render_to_buffer()
        • TextItem.restorable()
        • TextItem.row
        • TextItem.screen_column
        • TextItem.screen_row
        • TextItem.serialize()
        • TextItem.set_can_move()
        • TextItem.set_overlappable()
        • TextItem.set_pickable()
        • TextItem.set_restorable()
        • TextItem.size
        • TextItem.sprite
        • TextItem.store_position()
        • TextItem.store_screen_position()
        • TextItem.text
        • TextItem.update_sprite()
        • TextItem.width
    • Tile
      • Tile
        • Tile.__init__()
        • Tile.animation
        • Tile.attach()
        • Tile.can_move()
        • Tile.collides_with()
        • Tile.column
        • Tile.debug_info()
        • Tile.detach()
        • Tile.display()
        • Tile.distance_to()
        • Tile.handle_notification()
        • Tile.heading
        • Tile.height
        • Tile.inventory_space
        • Tile.item()
        • Tile.layer
        • Tile.load()
        • Tile.model
        • Tile.notify()
        • Tile.overlappable()
        • Tile.particle_emitter
        • Tile.pickable()
        • Tile.position_as_vector()
        • Tile.render_to_buffer()
        • Tile.restorable()
        • Tile.row
        • Tile.screen_column
        • Tile.screen_row
        • Tile.serialize()
        • Tile.set_can_move()
        • Tile.set_overlappable()
        • Tile.set_pickable()
        • Tile.set_restorable()
        • Tile.size
        • Tile.sprite
        • Tile.store_position()
        • Tile.store_screen_position()
        • Tile.update_sprite()
        • Tile.width
    • Treasure
      • Treasure
        • Treasure.__init__()
        • Treasure.animation
        • Treasure.attach()
        • Treasure.can_move()
        • Treasure.collides_with()
        • Treasure.column
        • Treasure.debug_info()
        • Treasure.detach()
        • Treasure.display()
        • Treasure.distance_to()
        • Treasure.handle_notification()
        • Treasure.heading
        • Treasure.height
        • Treasure.inventory_space
        • Treasure.layer
        • Treasure.load()
        • Treasure.model
        • Treasure.notify()
        • Treasure.overlappable()
        • Treasure.particle_emitter
        • Treasure.pickable()
        • Treasure.position_as_vector()
        • Treasure.render_to_buffer()
        • Treasure.restorable()
        • Treasure.row
        • Treasure.screen_column
        • Treasure.screen_row
        • Treasure.serialize()
        • Treasure.set_can_move()
        • Treasure.set_overlappable()
        • Treasure.set_pickable()
        • Treasure.set_restorable()
        • Treasure.size
        • Treasure.store_position()
        • Treasure.store_screen_position()
        • Treasure.width
    • Wall
      • Wall
        • Wall.__init__()
        • Wall.animation
        • Wall.attach()
        • Wall.can_move()
        • Wall.collides_with()
        • Wall.column
        • Wall.debug_info()
        • Wall.detach()
        • Wall.display()
        • Wall.distance_to()
        • Wall.handle_notification()
        • Wall.heading
        • Wall.height
        • Wall.inventory_space
        • Wall.layer
        • Wall.load()
        • Wall.model
        • Wall.notify()
        • Wall.overlappable()
        • Wall.particle_emitter
        • Wall.pickable()
        • Wall.position_as_vector()
        • Wall.render_to_buffer()
        • Wall.restorable()
        • Wall.row
        • Wall.screen_column
        • Wall.screen_row
        • Wall.serialize()
        • Wall.set_can_move()
        • Wall.set_overlappable()
        • Wall.set_pickable()
        • Wall.set_restorable()
        • Wall.size
        • Wall.store_position()
        • Wall.store_screen_position()
        • Wall.width
  • constants
    • Alignment
      • Alignment.LEFT
      • Alignment.RIGHT
      • Alignment.CENTER
      • Alignment.TOP
      • Alignment.BOTTOM
      • Alignment.V_CENTER
      • Alignment.H_CENTER
    • Algorithm
      • Algorithm.BFS
      • Algorithm.ASTAR
    • Direction
      • Direction.NO_DIR
      • Direction.UP
      • Direction.DOWN
      • Direction.LEFT
      • Direction.RIGHT
      • Direction.DRUP
      • Direction.DRDOWN
      • Direction.DLUP
      • Direction.DLDOWN
    • EngineConstant
      • EngineConstant.NO_PLAYER
    • EngineMode
      • EngineMode.MODE_REAL_TIME
      • EngineMode.MODE_TURN_BY_TURN
    • InputValidator
      • InputValidator.INTEGER_FILTER
      • InputValidator.PRINTABLE_FILTER
    • Orientation
      • Orientation.HORIZONTAL
      • Orientation.VERTICAL
    • Permission
      • Permission.PLAYER_AUTHORIZED
      • Permission.NPC_AUTHORIZED
      • Permission.ALL_CHARACTERS_AUTHORIZED
      • Permission.ALL_MOVABLE_AUTHORIZED
      • Permission.NONE_AUTHORIZED
    • SizeConstraint
      • SizeConstraint.DEFAULT_SIZE
      • SizeConstraint.MINIMUM_SIZE
      • SizeConstraint.MAXIMUM_SIZE
      • SizeConstraint.EXPAND
    • State
      • State.RUNNING
      • State.PAUSED
      • State.STOPPED
    • TextStyle
      • TextStyle.BOLD
      • TextStyle.UNDERLINE
  • engine
    • Board
      • Board
        • Board.__init__()
        • Board.attach()
        • Board.check_sanity()
        • Board.clear_cell()
        • Board.detach()
        • Board.display()
        • Board.display_around()
        • Board.generate_void_cell()
        • Board.get_immovables()
        • Board.get_movables()
        • Board.handle_notification()
        • Board.height
        • Board.init_board()
        • Board.init_cell()
        • Board.instantiate_item()
        • Board.item()
        • Board.layers()
        • Board.load()
        • Board.move()
        • Board.neighbors()
        • Board.notify()
        • Board.place_item()
        • Board.remove_item()
        • Board.render_cell()
        • Board.render_to_buffer()
        • Board.screen_column
        • Board.screen_row
        • Board.serialize()
        • Board.store_screen_position()
        • Board.width
    • Game
      • Game
        • Game.__init__()
        • Game.actuate_npcs()
        • Game.actuate_projectiles()
        • Game.add_board()
        • Game.add_npc()
        • Game.add_projectile()
        • Game.animate_items()
        • Game.attach()
        • Game.change_level()
        • Game.clear_screen()
        • Game.clear_session_logs()
        • Game.config()
        • Game.create_config()
        • Game.current_board()
        • Game.delete_all_levels()
        • Game.delete_level()
        • Game.detach()
        • Game.display_board()
        • Game.display_player_stats()
        • Game.get_board()
        • Game.get_key()
        • Game.handle_notification()
        • Game.insert_board()
        • Game.instance()
        • Game.load_board()
        • Game.load_config()
        • Game.move_player()
        • Game.neighbors()
        • Game.notify()
        • Game.pause()
        • Game.remove_npc()
        • Game.run()
        • Game.save_board()
        • Game.save_config()
        • Game.screen_column
        • Game.screen_row
        • Game.session_log()
        • Game.session_logs()
        • Game.start()
        • Game.state
        • Game.stop()
        • Game.store_screen_position()
    • Inventory
      • Inventory
        • Inventory.__init__()
        • Inventory.add_constraint()
        • Inventory.add_item()
        • Inventory.attach()
        • Inventory.available_space()
        • Inventory.clear_constraints()
        • Inventory.constraints
        • Inventory.delete_item()
        • Inventory.delete_items()
        • Inventory.detach()
        • Inventory.empty()
        • Inventory.get_item()
        • Inventory.get_items()
        • Inventory.handle_notification()
        • Inventory.items
        • Inventory.items_name()
        • Inventory.load()
        • Inventory.notify()
        • Inventory.remove_constraint()
        • Inventory.screen_column
        • Inventory.screen_row
        • Inventory.search()
        • Inventory.serialize()
        • Inventory.size()
        • Inventory.store_screen_position()
        • Inventory.value()
    • Screen
      • Screen
        • Screen.__init__()
        • Screen.attach()
        • Screen.buffer
        • Screen.clear()
        • Screen.clear_buffers()
        • Screen.clear_frame_buffer()
        • Screen.delete()
        • Screen.detach()
        • Screen.display_at()
        • Screen.display_line()
        • Screen.display_sprite()
        • Screen.display_sprite_at()
        • Screen.force_render()
        • Screen.force_update()
        • Screen.get()
        • Screen.handle_notification()
        • Screen.hcenter
        • Screen.height
        • Screen.need_rendering
        • Screen.notify()
        • Screen.place()
        • Screen.render()
        • Screen.screen_column
        • Screen.screen_row
        • Screen.store_screen_position()
        • Screen.trigger_rendering()
        • Screen.update()
        • Screen.vcenter
        • Screen.width
  • gfx
    • core
      • Animation
        • Animation
      • Font
        • Font
      • SpriteCollection
        • SpriteCollection
      • Sprite
        • Sprite
      • Sprixel
        • Sprixel
      • Color
        • Color
    • ui
      • Box
        • Box
      • BoxLayout
        • BoxLayout
      • ColorPickerDialog
        • ColorPickerDialog
      • ColorPicker
        • ColorPicker
      • Cursor
        • Cursor
      • Dialog
        • Dialog
      • FileDialog
        • FileDialog
      • FormLayout
        • FormLayout
      • GridLayout
        • GridLayout
      • GridSelectorDialog
        • GridSelectorDialog
      • GridSelector
        • GridSelector
      • Layout
        • Layout
      • LineInput
        • LineInput
      • LineInputDialog
        • LineInputDialog
      • Menu
        • Menu
      • MenuAction
        • MenuAction
      • MenuBar
        • MenuBar
      • MessageDialog
        • MessageDialog
      • MultiLineInputDialog
        • MultiLineInputDialog
      • ProgressBar
        • ProgressBar
      • ProgressDialog
        • ProgressDialog
      • UiConfig
        • UiConfig
      • Widget
        • Widget
    • particles
      • CircleEmitter
        • CircleEmitter
      • ColorParticle
        • ColorParticle
      • ColorPartitionParticle
        • ColorPartitionParticle
      • EmitterProperties
        • EmitterProperties
      • ParticleEmitter
        • ParticleEmitter
      • ParticlePool
        • ParticlePool
      • Particle
        • Particle
      • ParticleSprixel
        • ParticleSprixel
      • PartitionParticle
        • PartitionParticle
      • RandomColorParticle
        • RandomColorParticle
      • RandomColorPartitionParticle
        • RandomColorPartitionParticle
  • Credits
    • Development Lead
    • Contributors
  • Release notes
    • 1.3.0 (2022-10-07)
      • ⬆️ Main updates
      • ⚠️ Breaking changes
      • 🔧 Other changes
    • 1.2.3 (2020-09-01)
    • 1.2.2 (2020-09-01)
    • 1.2.0 (2020-08-29)
    • 1.1.1 (2020-07-18)
    • 1.1.0 (2020-06-12)
    • 1.0.1 (2020-05-17)
    • 1.0.0 (2020-03-20)
    • 2019.5
    • pre-2019.5
pygamelib
  • gfx
  • ui
  • MenuAction
  • View page source

MenuAction

class pygamelib.gfx.ui.MenuAction(title: Text = None, action=None, parameter=None, padding: int = 1, config: UiConfig = None)

Bases: object

A menu action is a menu entry that executes a callback when activated. Usually a Menuaction represents an action from the user interface like open file, save, quit, etc.

Therefor a MenuAction is fairly simple, at its simplest it has a title and a callable reference to a function.

An action cannot be used by itself but can be added to a MenuBar or a Menu.

Like everything in the UI module, MenuAction are styled through a UiConfig object. Unlike the other classes of that module however, the configuration object is not mandatory when instanciating this class. The reason is that the MenuBar object impose the configuration to its managed MenuAction and Menu.

__init__(title: Text = None, action=None, parameter=None, padding: int = 1, config: UiConfig = None) → None

The constructor takes the following parameters.

Parameters:
  • title (str | Text) – The title of the action (i.e: its label)

  • action (callable) – A reference to a callable function that is going to be executed when the action is activated. If set to None, nothing will happen when the action is activated.

  • parameter (Any) – A parameter that is passed to the callback action if not None.

  • padding (int) – The horizontal padding, i.e the number of space characters added to the left and right of the action.

  • config (UiConfig) – The configuration object.

Example

menubar = MenuBar(config=UiConfig.instance())
file_menu = Menu(
    "File",
    [
        MenuAction("Open", open_file),
        MenuAction("Save", save_file),
        MenuAction("Save as", save_file_as),
        MenuAction("Quit", exit_application),
    ]
)
menubar.add_entry( file_menu )
menubar.add_entry( MenuAction("Help", display_help) )
screen.place(menubar, 0, 0)
screen.update()

Methods

__init__([title, action, parameter, ...])

The constructor takes the following parameters.

activate()

Execute and return the result of the callback.

render_to_buffer(buffer, row, column, ...)

Render the object from the display buffer to the frame buffer.

title_width()

Return the actual width of the action's title.

Attributes

action

Get / set the action's callback, it needs to be a callable.

config

Get / set the config of the MenuAction, it needs to be a UiConfig.

padding

Get / set the padding before and after the menu action, it needs to be an int.

selected

Get / set the selected of the MenuAction, it needs to be a boolean.

title

Get / set the title of the action, it needs to be a str or a Text object.

property action

Get / set the action’s callback, it needs to be a callable.

activate()

Execute and return the result of the callback.

Example:

file_save_action.activate()
property config

Get / set the config of the MenuAction, it needs to be a UiConfig.

property padding

Get / set the padding before and after the menu action, it needs to be an int.

render_to_buffer(buffer, row: int, column: int, buffer_height: int, buffer_width: int) → None

Render the object from the display buffer to the frame buffer.

This method is automatically called by pygamelib.engine.Screen.render().

Parameters:
  • buffer (numpy.array) – A screen buffer to render the item into.

  • row (int) – The row to render in.

  • column (int) – The column to render in.

  • height (int) – The total height of the display buffer.

  • width (int) – The total width of the display buffer.

property selected: bool

Get / set the selected of the MenuAction, it needs to be a boolean.

This changes the representation (way it’s drawn) of the menu entry.

property title: Text

Get / set the title of the action, it needs to be a str or a Text object.

The title is used in the Menu. In the following image, the title of the first action in the expanded menu is “Open”, followed by “Save”.

menu
title_width()

Return the actual width of the action’s title. This takes into account the padding.

Example:

menu_action.title_width()
Previous Next

© Copyright 2019-2022, Arnaud Dupuis.

Built with Sphinx using a theme provided by Read the Docs.