I\'d like to make a custom button in wxPython. Where should I start, how should I do it?
You can extend the default button class, like this for example:
class RedButton(wx.Button):
def __init__(self, *a, **k):
wx.Button.__init__(self, *a, **k)
self.SetBackgroundColour('RED')
# more customization here
Every time you put a RedButton
into your layout, it should appear red (haven't tested it though).
When I wanted to learn how to make custom widgets (buttons included) I referenced Andrea Gavana's page (full working example there) on the wxPyWiki and Cody Precord's platebutton (the source is in wx.lib.platebtn, also here in svn). Look at both of those and you should be able to build most any custom widget you would like.
Here is a skeleton which you can use to draw totally custom button, its up to your imagination how it looks or behaves
class MyButton(wx.PyControl):
def __init__(self, parent, id, bmp, text, **kwargs):
wx.PyControl.__init__(self,parent, id, **kwargs)
self.Bind(wx.EVT_LEFT_DOWN, self._onMouseDown)
self.Bind(wx.EVT_LEFT_UP, self._onMouseUp)
self.Bind(wx.EVT_LEAVE_WINDOW, self._onMouseLeave)
self.Bind(wx.EVT_ENTER_WINDOW, self._onMouseEnter)
self.Bind(wx.EVT_ERASE_BACKGROUND,self._onEraseBackground)
self.Bind(wx.EVT_PAINT,self._onPaint)
self._mouseIn = self._mouseDown = False
def _onMouseEnter(self, event):
self._mouseIn = True
def _onMouseLeave(self, event):
self._mouseIn = False
def _onMouseDown(self, event):
self._mouseDown = True
def _onMouseUp(self, event):
self._mouseDown = False
self.sendButtonEvent()
def sendButtonEvent(self):
event = wx.CommandEvent(wx.wxEVT_COMMAND_BUTTON_CLICKED, self.GetId())
event.SetInt(0)
event.SetEventObject(self)
self.GetEventHandler().ProcessEvent(event)
def _onEraseBackground(self,event):
# reduce flicker
pass
def _onPaint(self, event):
dc = wx.BufferedPaintDC(self)
dc.SetFont(self.GetFont())
dc.SetBackground(wx.Brush(self.GetBackgroundColour()))
dc.Clear()
# draw whatever you want to draw
# draw glossy bitmaps e.g. dc.DrawBitmap
if self._mouseIn:
pass# on mouserover may be draw different bitmap
if self._mouseDown:
pass # draw different image text
Try using a Generic Button or a Bitmap Button.