Question

So basically I have a two separate screens that I want displayed. One that has 11 Panes displayed on the screen at one time and once I click on a Pane named keyboard it should clear the screen and set up 36 Panes which should display a keyboard (for test purposes I only used three panes).

My problem is that once I click on keyboard it does clear the screen and display the 3 test panes how it also display's my other 10 panes that come from the first page.

Example: This is fine to start with: Fine Display

This is not fine. (A, B And C should be displayed but the rest shouldn't): Not Fine

Here is the code:

import pygame
import sys
white = (255,255,255)
black = (0,0,0)
objs = []
MAIN_BUTTON = 2

KEYBOARD = True
WORDS = False


class Pane():

    def __init__(self, textToDisplay, coordinates, screen):
        self.textToDisplay = textToDisplay
        self.coordinates = coordinates
        self.screen = screen
        self.font = pygame.font.SysFont('Palace Script MT', 25)
        Screen = pygame.display.set_mode((1366,768), 0, 32)
        self.screen = Screen
        self.screen.fill((white))

    def coordinates(self):
        return self.coordinates

    def text(self):
        return self.textToDisplay

    def drawPane(self):
        textCoords = self.coordinates        
        self.screen.blit(self.font.render(self.textToDisplay, True, (black)), textCoords)
        pygame.draw.rect(self.screen, (black), self.coordinates, 2)
        pygame.display.update()


class Screen():


    NoOfPanes = 0
    Panes = []
    paneLocs = [(583, 334, 300, 150), 
                (633, 150, 200, 125), 
                (633, 600, 200, 125), 
                (350, 360, 200, 100), 
                (925, 360, 200, 100), 
                (1000, 150, 150, 100), 
                (275, 150, 150, 100), 
                (275, 600, 150, 100), 
                (1000, 600, 150, 100), 
                (75, 350, 200, 100),
                (0, 668, 200, 100)
                ]    

    keyboardPaneLocs = [(0, 100, 100, 100),
                        (0, 200, 100, 100),
                        (0, 300, 100, 100),
                        (0, 400, 100, 100)
                        ]

    def __init__(self):
        pygame.init()
        pygame.display.set_caption('Box Test')

        self.font = pygame.font.SysFont('Arial', 25)
        Screen = pygame.display.set_mode((1366,768), 0, 32)
        self.screen = Screen
        self.screen.fill((white))

        pygame.display.update()

    def addPane(self, textToDisplay, keyboardFlag):      
        if (not keyboardFlag) and (self.NoOfPanes > 11):
            print("Limit Reached")            
        else:
            print(int(self.NoOfPanes))

            if keyboardFlag:
                newPane = Pane(textToDisplay, self.keyboardPaneLocs[self.NoOfPanes], Screen)
            else:
                newPane = Pane(textToDisplay, self.paneLocs[self.NoOfPanes], Screen)
            self.Panes.append(newPane)            

            self.NoOfPanes = self.NoOfPanes + 1
            pygame.display.update()


    def drawPanes(self):
        for Pane in self.Panes:
            Pane.drawPane()

    def mousePosition(self):
        global clickPos
        global releasePos
        for event in pygame.event.get():
            if event.type == MAIN_BUTTON:
                self.Pos = pygame.mouse.get_pos()
                return MAIN_BUTTON
            else:
                return False

    def mouseDown(self, posx, posy):
        textToReturn = "Nothing selected"
        for Pane in self.Panes:
            paneCoords = Pane.coordinates
            print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
            if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):            
                textToReturn = Pane.text()

        return textToReturn

    def displayKeyboard(self):
        self.addPane("A", KEYBOARD)
        self.addPane("B", KEYBOARD)
        self.addPane("C", KEYBOARD)

    def clearScreen(self):
        Screen = pygame.display.set_mode((1366,768), 0, 32)
        self.screen = Screen
        self.screen.fill((white))





if __name__ == '__main__':

    myScreen = Screen()
    myScreen.addPane("1", WORDS)
    myScreen.addPane("2", WORDS)
    myScreen.addPane("3", WORDS)
    myScreen.addPane("4", WORDS)
    myScreen.addPane("5", WORDS)
    myScreen.addPane("6", WORDS)
    myScreen.addPane("7", WORDS)
    myScreen.addPane("8", WORDS)
    myScreen.addPane("9", WORDS)
    myScreen.addPane("10", WORDS)
    myScreen.addPane("Keyboard", WORDS)

    myScreen.drawPanes()


    while True:
        ev = pygame.event.get()
        for event in ev:
            if event.type == pygame.MOUSEBUTTONUP:
                posx,posy = pygame.mouse.get_pos()
                textSelected = myScreen.mouseDown(posx, posy)
                print(textSelected)
                if textSelected == "Keyboard":
                    myScreen = Screen()
                    myScreen.clearScreen()
                    myScreen.displayKeyboard()
                    myScreen.drawPanes()

        for event in pygame.event.get():        
            if event.type == pygame.QUIT:
                pygame.quit(); sys.exit();

I think the problem that I am facing is that all of these panes are being added to the list Panes = []. How can I make sure that this list is clear before I display the new panes through the use of the function def drawPanes(self):

Don't take my word for it as it is just an assumption and I am well and truly stuck. (Any help is appreciated.)

Was it helpful?

Solution

You can assing empty list to Pane to make it empty

Panes = []

but you will lost all added panes forever.

Maybe you should make seperated list for keyboard panes and than draw only this list.

EDIT:

By the way:

You use one variable myScreen to both screens - when you run myScreen = Screen(...) you create new screen but loose access to previous screen.

Using Screen = pygame.display.set_mode((1366,768), 0, 32); self.screen = Screen to clear screen is waste of time and memories. You need only self.screen.fill((white))

You use Screen name as class name and as variable in some functions. You can have accidentally name conflict.

EDIT:

Full working example how code could look like:

I use one self.screen so window isn't created/deleted everytime.

You can press "ESC" key to show/hide keyboard.

import pygame
import sys

#----------------------------------------------------------------------

WHITE = (255,255,255)
BLACK = (0  ,0  ,0  )

#---------------------------

MAIN_BUTTON = 2

KEYBOARD = True
WORDS = False

#----------------------------------------------------------------------

class Pane():

    def __init__(self, textToDisplay, coordinates, screen):

        self.textToDisplay = textToDisplay
        self.coordinates = coordinates
        self.screen = screen
        self.font = pygame.font.SysFont('Palace Script MT', 25)

    #---------------------------

    def coordinates(self):
        return self.coordinates

    #---------------------------

    def text(self):
        return self.textToDisplay

    #---------------------------

    def drawPane(self):
        textCoords = self.coordinates        
        self.screen.blit(self.font.render(self.textToDisplay, True, BLACK), textCoords)
        pygame.draw.rect(self.screen, BLACK, self.coordinates, 2)

#----------------------------------------------------------------------

class Application():

    NoOfPanes = 0
    NoOfKeys = 0
    Panes = []
    Keys = []

    paneLocs = [(583, 334, 300, 150), 
                (633, 150, 200, 125), 
                (633, 600, 200, 125), 
                (350, 360, 200, 100), 
                (925, 360, 200, 100), 
                (1000, 150, 150, 100), 
                (275, 150, 150, 100), 
                (275, 600, 150, 100), 
                (1000, 600, 150, 100), 
                (75, 350, 200, 100),
                (0, 668, 200, 100)
                ]    

    keyboardPaneLocs = [(0, 100, 100, 100),
                        (0, 200, 100, 100),
                        (0, 300, 100, 100),
                        (0, 400, 100, 100)
                        ]

    #---------------------------

    def __init__(self):

        pygame.init()
        pygame.display.set_caption('Box Test')

        self.font = pygame.font.SysFont('Arial', 25)
        self.screen = pygame.display.set_mode((1366,768), 0, 32)

        self.show_panes = True
        self.show_keyboard = False

        self.createPanes()
        self.createKeyboard()

    #---------------------------

    def close(self):
        print "pygame quit"
        pygame.quit()
        sys.exit()

    #---------------------------

    def createPanes(self):
        self.addPane("1", WORDS)
        self.addPane("2", WORDS)
        self.addPane("3", WORDS)
        self.addPane("4", WORDS)
        self.addPane("5", WORDS)
        self.addPane("6", WORDS)
        self.addPane("7", WORDS)
        self.addPane("8", WORDS)
        self.addPane("9", WORDS)
        self.addPane("10", WORDS)
        self.addPane("Keyboard", WORDS)

    #---------------------------

    def createKeyboard(self):
        self.addPane("A", KEYBOARD)
        self.addPane("B", KEYBOARD)
        self.addPane("C", KEYBOARD)

    #---------------------------

    def addPane(self, textToDisplay, keyboardFlag):      
        if (not keyboardFlag) and (self.NoOfPanes > 11):
            print("Limit Reached")            
        else:
            print(int(self.NoOfPanes))

            if keyboardFlag:
                self.Keys.append(Pane(textToDisplay, self.keyboardPaneLocs[self.NoOfKeys], self.screen))
                self.NoOfKeys += 1
            else:
                self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
                self.NoOfPanes += 1

    #---------------------------

    def drawPanes(self):
        for Pane in self.Panes:
            Pane.drawPane()

    #---------------------------

    def drawKeyboard(self):
        for Key in self.Keys:
            Key.drawPane()

    #---------------------------

    def mousePosition(self, event):
            if event.type == MAIN_BUTTON:
                self.Pos = pygame.mouse.get_pos()
                return MAIN_BUTTON
            else:
                return False

    #---------------------------

    def mouseDown(self):
        posx,posy = pygame.mouse.get_pos()      
        textToReturn = "Nothing selected"
        if self.show_panes:
            for Pane in self.Panes:
                paneCoords = Pane.coordinates
                print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
                if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):            
                    textToReturn = Pane.text()
        elif self.show_keyboard:
            for Pane in self.Keys:
                paneCoords = Pane.coordinates
                print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
                if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):            
                    textToReturn = Pane.text()

        return textToReturn

    #---------------------------

    def run(self):

        clock = pygame.time.Clock()

        RUNNING = True
        while RUNNING:

            # --- events ---

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    RUNNING = False
                    break

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.show_keyboard = not self.show_keyboard
                        self.show_panes = not self.show_panes

                if event.type == pygame.MOUSEBUTTONUP:
                    textSelected = self.mouseDown()
                    print(textSelected)
                    if textSelected == "Keyboard":
                        self.show_keyboard = True
                        self.show_panes = False

            # --- draws ---

            self.screen.fill(WHITE)

            if self.show_panes:
                self.drawPanes()

            if self.show_keyboard:
                self.drawKeyboard()

            pygame.display.update()

            # --- FPS ---

            clock.tick(25)

        self.close()    
#----------------------------------------------------------------------

Application().run()

EDIT:

  • Class Keyboard
  • Pane has one event_handler
  • Pane test if mouse is over
  • Pane change background when mouse is over (yellow)
  • Pane change background when mouse is pressed (red)
  • clicking key Q on screen to close keyboard
  • keyboard send own event to mainloop when key Q is click - to inform that keyboard is closed

.

import pygame
import sys

#----------------------------------------------------------------------

WHITE = (255,255,255)
BLACK = (0  ,0  ,0  )

#---------------------------

MAIN_BUTTON = 2

KEYBOARD = True
WORDS = False

#----------------------------------------------------------------------

class Pane():

    def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):

        self.textToDisplay = textToDisplay
        self.rect = pygame.Rect(*rect)
        self.screen = screen

        # colors

        self.fgColor = fgColor
        self.bgColor = bgColor

        self.mouseoverBgColor = mouseoverBgColor

        self.currentFgColor = self.fgColor
        self.currentBgColor = self.bgColor

        self.font = pygame.font.SysFont('Palace Script MT', 25)

    #---------------------------

    def coordinates(self):
        return self.rect

    #---------------------------

    def text(self):
        return self.textToDisplay

    #---------------------------

    def draw(self):
        # background
        self.screen.fill(self.currentBgColor, self.rect)

        # border
        pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)

        # text
        self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)

    #---------------------------

    def test_coordinates(self, posx, posy):
        return self.rect.collidepoint(posx, posy)

    #---------------------------

    def event_handler(self, event):

        # standard pane color
        self.currentFgColor = self.fgColor
        self.currentBgColor = self.bgColor

        # if mouse over pane change color

        if event.type == pygame.MOUSEMOTION:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = self.mouseoverBgColor

        elif event.type == pygame.MOUSEBUTTONDOWN:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = (255,0,0)

        elif event.type == pygame.MOUSEBUTTONUP:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = self.mouseoverBgColor

#----------------------------------------------------------------------

class Keyboard():

    Keys = []
    paneLocs = []
    visible = False
    #---------------------------

    def __init__(self, screen):

        self.screen = screen
        self.font = pygame.font.SysFont('Arial', 25)

        self.create()

    #---------------------------

    def create(self):

        letter_code = ord("A")

        for y in range(2):
            for x in range(13):
                lock = (100*x, 100*y, 100, 100)
                self.paneLocs.append(lock)
                self.Keys.append(Pane(chr(letter_code), lock, self.screen, (0,0,0), (0,255,0)))
                letter_code += 1

    #---------------------------

    def draw(self):
        for key in self.Keys:
            key.draw()

    #---------------------------

    def event_handler(self, event):

        textToReturn = None

        # let panes handle event
        for key in self.Keys:
            key.event_handler(event)

        if event.type == pygame.MOUSEBUTTONUP:
            posx, posy = event.pos
            for key in self.Keys:
                #print "debug: keyboard.event_handler", posx, posy
                if key.test_coordinates(posx, posy):
                    textToReturn = key.text()       

                    print textToReturn

            # if Q was 
            if textToReturn == 'Q':
                self.onKeyQ(textToReturn)

        return textToReturn

    #---------------------------

    def onKeyQ(self, text):

        # hide keyboard
        self.visible = False

        # send event to inform main loop that keyboard was closed
        pygame.event.post(pygame.event.Event(pygame.USEREVENT, {'code': 666, 'key':text}))

#----------------------------------------------------------------------

class Application():

    NoOfPanes = 0
    Panes = []

    paneLocs = [(583, 334, 300, 150), 
                (633, 150, 200, 125), 
                (633, 600, 200, 125), 
                (350, 360, 200, 100), 
                (925, 360, 200, 100), 
                (1000, 150, 150, 100), 
                (275, 150, 150, 100), 
                (275, 600, 150, 100), 
                (1000, 600, 150, 100), 
                (75, 350, 200, 100),
                (0, 668, 200, 100)
                ]    

    #---------------------------

    def __init__(self):

        pygame.init()
        pygame.display.set_caption('Box Test')

        self.font = pygame.font.SysFont('Arial', 25)
        self.screen = pygame.display.set_mode((1366,768), 0, 32)

        self.show_panes = True

        self.createPanes()

        self.keyboard = Keyboard(self.screen)

    #---------------------------

    def close(self):
        print "pygame quit"
        pygame.quit()
        sys.exit()

    #---------------------------

    def createPanes(self):
        self.addPane("1", WORDS)
        self.addPane("2", WORDS)
        self.addPane("3", WORDS)
        self.addPane("4", WORDS)
        self.addPane("5", WORDS)
        self.addPane("6", WORDS)
        self.addPane("7", WORDS)
        self.addPane("8", WORDS)
        self.addPane("9", WORDS)
        self.addPane("10", WORDS)
        self.addPane("Keyboard", WORDS)

    #---------------------------

    def addPane(self, textToDisplay, keyboardFlag):      
        if (not keyboardFlag) and (self.NoOfPanes > 11):
            print("Limit Reached")            
        else:
            print(int(self.NoOfPanes))

            if not keyboardFlag:
                self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
                self.NoOfPanes += 1

    #---------------------------

    def drawPanes(self):
        for Pane in self.Panes:
            Pane.draw()

    #---------------------------

    def mousePosition(self, event):
            if event.type == MAIN_BUTTON:
                self.Pos = event.pos
                return MAIN_BUTTON
            else:
                return False

    #---------------------------

    def event_handler(self, event):

        textToReturn = None

        # let panes handle events
        for pane in self.Panes:
            pane.event_handler(event)

        if event.type == pygame.MOUSEBUTTONUP:
            posx, posy = event.pos
            for pane in self.Panes:
                #print "debug: app.event_handler", posx, posy
                if pane.test_coordinates(posx, posy):
                    textToReturn = pane.text()

                    if textToReturn == "Keyboard":
                        self.keyboard.visible = True
                        self.show_panes = False

                    print textToReturn
        return textToReturn

    #---------------------------

    def run(self):

        clock = pygame.time.Clock()

        RUNNING = True
        while RUNNING:

            # --- events ---

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    RUNNING = False
                    break

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.keyboard.visible = not self.keyboard.visible
                        self.show_panes = not self.show_panes


                if event.type == pygame.USEREVENT:
                    print "USEREVENT:", event.code
                    # event from keyboard
                    if event.code == 666:
                        # keyboar was closed so I have to show panes
                        self.show_panes = True

                if self.show_panes:
                    self.event_handler(event)

                if self.keyboard.visible:
                    self.keyboard.event_handler(event)

            # --- draws ---

            self.screen.fill(WHITE)

            if self.show_panes:
                self.drawPanes()

            if self.keyboard.visible:
                self.keyboard.draw()

            pygame.display.update()

            # --- FPS ---

            clock.tick(25)

        self.close()    

#----------------------------------------------------------------------

Application().run()

EDIT:

Now Pane can be clicked and moved. I put here only Pane class

Look for: is_movable and is_moving

class Pane():

    def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):

        self.textToDisplay = textToDisplay
        self.rect = pygame.Rect(*rect)
        self.screen = screen

        # colors

        self.fgColor = fgColor
        self.bgColor = bgColor

        self.mouseoverBgColor = mouseoverBgColor

        self.currentFgColor = self.fgColor
        self.currentBgColor = self.bgColor

        self.font = pygame.font.SysFont('Palace Script MT', 25)

        self.is_movable = True
        self.is_moving = False
    #---------------------------

    def coordinates(self):
        return self.rect

    #---------------------------

    def text(self):
        return self.textToDisplay

    #---------------------------

    def draw(self):
        # background
        self.screen.fill(self.currentBgColor, self.rect)

        # border
        pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)

        # text
        self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)

    #---------------------------

    def test_coordinates(self, posx, posy):
        return self.rect.collidepoint(posx, posy)

    #---------------------------

    def event_handler(self, event):

        # standard pane color
        self.currentFgColor = self.fgColor
        self.currentBgColor = self.bgColor

        # if mouse over pane change color

        if event.type == pygame.MOUSEMOTION:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = self.mouseoverBgColor

                if self.is_movable and self.is_moving:
                    self.rect.move_ip(event.rel)
                    self.currentBgColor = (0,0,255)

        elif event.type == pygame.MOUSEBUTTONDOWN:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = (255,0,0)
                self.is_moving = True

        elif event.type == pygame.MOUSEBUTTONUP:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = self.mouseoverBgColor
                self.is_moving = False

EDIT:

Clicked Pane become top-most Pane on screen:

import pygame
import sys

#----------------------------------------------------------------------

WHITE = (255,255,255)
BLACK = (0  ,0  ,0  )

#---------------------------

MAIN_BUTTON = 2

KEYBOARD = True
WORDS = False

#----------------------------------------------------------------------

class evt_type(): # UserEvent - types

    PANE     = pygame.USEREVENT + 1
    KEYBOARD = pygame.USEREVENT + 2

class evt_code(): # UserEvent - codes

   KEYBOARD_CLOSED = 100
   PANE_CLICKED = 200

#----------------------------------------------------------------------

class Pane():

    def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):

        self.textToDisplay = textToDisplay
        self.rect = pygame.Rect(*rect)
        self.screen = screen

        # colors

        self.fgColor = fgColor
        self.bgColor = bgColor

        self.mouseoverBgColor = mouseoverBgColor

        self.currentFgColor = self.fgColor
        self.currentBgColor = self.bgColor

        self.font = pygame.font.SysFont('Palace Script MT', 25)

        self.is_movable = True
        self.is_moving = False
    #---------------------------

    def coordinates(self):
        return self.rect

    #---------------------------

    def text(self):
        return self.textToDisplay

    #---------------------------

    def draw(self):
        # background
        self.screen.fill(self.currentBgColor, self.rect)

        # border
        pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)

        # text
        self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)

    #---------------------------

    def test_coordinates(self, posx, posy):
        return self.rect.collidepoint(posx, posy)

    #---------------------------

    def event_handler(self, event):

        # standard pane color
        self.currentFgColor = self.fgColor
        self.currentBgColor = self.bgColor

        # if mouse over pane change color

        if event.type == pygame.MOUSEMOTION:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = self.mouseoverBgColor

                if self.is_movable and self.is_moving:
                    self.rect.move_ip(event.rel)
                    self.currentBgColor = (0,0,255)

        elif event.type == pygame.MOUSEBUTTONDOWN:
            if self.rect.collidepoint(event.pos):
                if self.is_movable:
                    pygame.event.post(pygame.event.Event(evt_type.PANE, {'code': evt_code.PANE_CLICKED, 'widget': self}))
                self.currentBgColor = (255,0,0)
                self.is_moving = True

        elif event.type == pygame.MOUSEBUTTONUP:
            if self.rect.collidepoint(event.pos):
                self.currentBgColor = self.mouseoverBgColor
            self.is_moving = False


#----------------------------------------------------------------------

class Keyboard():

    Keys = []
    paneLocs = []
    visible = False
    #---------------------------

    def __init__(self, screen):

        self.screen = screen
        self.font = pygame.font.SysFont('Arial', 25)

        self.create()

    #---------------------------

    def create(self):

        letter_code = ord("A")

        for y in range(2):
            for x in range(13):
                lock = (100*x, 100*y, 100, 100)
                self.paneLocs.append(lock)
                self.Keys.append(Pane(chr(letter_code), lock, self.screen, (0,0,0), (0,255,0)))
                self.Keys[-1].is_movable = False
                letter_code += 1

    #---------------------------

    def draw(self):
        for key in self.Keys:
            key.draw()

    #---------------------------

    def event_handler(self, event):

        textToReturn = None

        # let panes handle event
        for key in self.Keys:
            key.event_handler(event)

        if event.type == pygame.MOUSEBUTTONUP:
            posx, posy = event.pos
            for key in self.Keys:
                #print "debug: keyboard.event_handler", posx, posy
                if key.test_coordinates(posx, posy):
                    textToReturn = key.text()       

                    print textToReturn

            # if Q was 
            if textToReturn == 'Q':
                self.onKeyQ(textToReturn)

        return textToReturn

    #---------------------------

    def onKeyQ(self, text):

        # hide keyboard
        self.visible = False

        # send event to inform main loop that keyboard was closed
        pygame.event.post(pygame.event.Event(evt_type.KEYBOARD, {'code': evt_code.KEYBOARD_CLOSED, 'key':text}))

#----------------------------------------------------------------------

class Application():

    NoOfPanes = 0
    Panes = []

    paneLocs = [(583, 334, 300, 150), 
                (633, 150, 200, 125), 
                (633, 600, 200, 125), 
                (350, 360, 200, 100), 
                (925, 360, 200, 100), 
                (1000, 150, 150, 100), 
                (275, 150, 150, 100), 
                (275, 600, 150, 100), 
                (1000, 600, 150, 100), 
                (75, 350, 200, 100),
                (0, 668, 200, 100)
                ]    

    #---------------------------

    def __init__(self):

        pygame.init()
        pygame.display.set_caption('Box Test')

        self.font = pygame.font.SysFont('Arial', 25)
        self.screen = pygame.display.set_mode((1366,768), 0, 32)

        self.show_panes = True

        self.createPanes()

        self.keyboard = Keyboard(self.screen)

    #---------------------------

    def close(self):
        print "pygame quit"
        pygame.quit()
        sys.exit()

    #---------------------------

    def createPanes(self):
        self.addPane("1", WORDS)
        self.addPane("2", WORDS)
        self.addPane("3", WORDS)
        self.addPane("4", WORDS)
        self.addPane("5", WORDS)
        self.addPane("6", WORDS)
        self.addPane("7", WORDS)
        self.addPane("8", WORDS)
        self.addPane("9", WORDS)
        self.addPane("10", WORDS)
        self.addPane("Keyboard", WORDS)

    #---------------------------

    def addPane(self, textToDisplay, keyboardFlag):      
        if (not keyboardFlag) and (self.NoOfPanes > 11):
            print("Limit Reached")            
        else:
            print(int(self.NoOfPanes))

            if not keyboardFlag:
                self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
                self.NoOfPanes += 1

    #---------------------------

    def drawPanes(self):
        for Pane in self.Panes:
            Pane.draw()

    #---------------------------

    def mousePosition(self, event):
            if event.type == MAIN_BUTTON:
                self.Pos = event.pos
                return MAIN_BUTTON
            else:
                return False

    #---------------------------

    def event_handler(self, event):

        textToReturn = None

        # let panes handle events
        for pane in self.Panes:
            pane.event_handler(event)

        if event.type == pygame.MOUSEBUTTONUP:
            posx, posy = event.pos
            for pane in self.Panes:
                #print "debug: app.event_handler", posx, posy
                if pane.test_coordinates(posx, posy):
                    textToReturn = pane.text()

                    if textToReturn == "Keyboard":
                        self.keyboard.visible = True
                        self.show_panes = False

                    print textToReturn
        return textToReturn

    #---------------------------

    def run(self):

        clock = pygame.time.Clock()

        RUNNING = True
        while RUNNING:

            # --- events ---

            for event in pygame.event.get():
                if event.type == pygame.QUIT:
                    RUNNING = False
                    break

                if event.type == pygame.KEYDOWN:
                    if event.key == pygame.K_ESCAPE:
                        self.keyboard.visible = not self.keyboard.visible
                        self.show_panes = not self.show_panes


                if event.type == evt_type.KEYBOARD:
                    print "USEREVENT:: TYPE:", event.type, "CODE:", event.code
                    # event from keyboard
                    if event.code == evt_code.KEYBOARD_CLOSED:
                        # keyboar was closed so I have to show panes
                        self.show_panes = True

                if event.type == evt_type.PANE:
                    print "USEREVENT:: TYPE:", event.type, "CODE:", event.code
                    if event.code == evt_code.PANE_CLICKED:
                        # move to the end - move to top of screen
                        index = self.Panes.index(event.widget)
                        self.Panes.append(self.Panes.pop(index))

                if self.show_panes:
                    self.event_handler(event)

                if self.keyboard.visible:
                    self.keyboard.event_handler(event)

            # --- draws ---

            self.screen.fill(WHITE)

            if self.show_panes:
                self.drawPanes()

            if self.keyboard.visible:
                self.keyboard.draw()

            pygame.display.update()

            # --- FPS ---

            clock.tick(25)

        self.close()    

#----------------------------------------------------------------------

Application().run()
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