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Overview.txt
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Overview.txt
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Design notes:
The way that you use objects instantiated from all these classes is very similar:
1. Instantiate before the big loop starts.
2. Call the object's "handleEvent()" method every time through the event loop, \
passing in the current event (from pygame).
It will return False most of the time,
but returns True when something exciting happens (for example, user clicks on a button).
3. Call the "draw()" method (with no arguments) to draw each widget.
I have tried to make consistent keyword parameter names across classes.
I have also tried to make consistent names for methods across classes
For example "getValue()" and "setValue()" are available in most classes.
When instantiating objects from these classes, you typically only need to specify a few parameters.
The rest will use reasonable default values, but you can change them using keyword arguments.
Each of the button widgets comes in two varieties:
Text widget that is drawn using the Python's drawing tools.
Custom widget where the programmer supplies their own graphics for the widget.
For example, "TextButton" below builds a button from a user-supplied text string,
whereas "CustomButton" is built to work with programmer-supplied custom images.