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128 lines
5.6 KiB
Python
128 lines
5.6 KiB
Python
import os.path
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import pygame
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import pygame.locals as pl
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pygame.font.init()
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class TextInput:
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def __init__(
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self,
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initial_string="",
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font_family="",
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font_size=35,
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antialias=True,
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text_color=(0, 0, 0),
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cursor_color=(0, 0, 1),
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repeat_keys_initial_ms=400,
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repeat_keys_interval_ms=35,
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max_string_length=-1,
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password=False):
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self.antialias = antialias
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self.text_color = text_color
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self.font_size = font_size
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self.max_string_length = max_string_length
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self.password = password
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self.input_string = initial_string
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if not os.path.isfile(font_family):
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font_family = pygame.font.match_font(font_family)
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self.font_object = pygame.font.Font(font_family, font_size)
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self.surface = pygame.Surface((1, 1))
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self.surface.set_alpha(0)
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self.keyrepeat_counters = {}
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self.keyrepeat_intial_interval_ms = repeat_keys_initial_ms
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self.keyrepeat_interval_ms = repeat_keys_interval_ms
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self.cursor_surface = pygame.Surface((int(self.font_size / 20 + 1), self.font_size))
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self.cursor_surface.fill(cursor_color)
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self.cursor_position = len(initial_string)
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self.cursor_visible = True
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self.cursor_switch_ms = 500
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self.cursor_ms_counter = 0
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self.clock = pygame.time.Clock()
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def update(self, events):
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for event in events:
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if event.type == pygame.KEYDOWN:
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self.cursor_visible = True
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if event.key not in self.keyrepeat_counters:
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if not event.key == pl.K_RETURN:
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self.keyrepeat_counters[event.key] = [0, event.unicode]
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if event.key == pl.K_BACKSPACE:
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self.input_string = (
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self.input_string[:max(self.cursor_position - 1, 0)]
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+ self.input_string[self.cursor_position:]
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)
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self.cursor_position = max(self.cursor_position - 1, 0)
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elif event.key == pl.K_DELETE:
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self.input_string = (
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self.input_string[:self.cursor_position]
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+ self.input_string[self.cursor_position + 1:]
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)
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elif event.key == pl.K_RETURN:
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return True
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elif event.key == pl.K_RIGHT:
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self.cursor_position = min(self.cursor_position + 1, len(self.input_string))
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elif event.key == pl.K_LEFT:
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self.cursor_position = max(self.cursor_position - 1, 0)
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elif event.key == pl.K_END:
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self.cursor_position = len(self.input_string)
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elif event.key == pl.K_HOME:
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self.cursor_position = 0
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elif len(self.input_string) < self.max_string_length or self.max_string_length == -1:
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self.input_string = (
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self.input_string[:self.cursor_position]
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+ event.unicode
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+ self.input_string[self.cursor_position:]
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)
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self.cursor_position += len(event.unicode)
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elif event.type == pl.KEYUP:
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if event.key in self.keyrepeat_counters:
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del self.keyrepeat_counters[event.key]
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for key in self.keyrepeat_counters:
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self.keyrepeat_counters[key][0] += self.clock.get_time()
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if self.keyrepeat_counters[key][0] >= self.keyrepeat_intial_interval_ms:
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self.keyrepeat_counters[key][0] = (
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self.keyrepeat_intial_interval_ms
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- self.keyrepeat_interval_ms
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)
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event_key, event_unicode = key, self.keyrepeat_counters[key][1]
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pygame.event.post(pygame.event.Event(pl.KEYDOWN, key=event_key, unicode=event_unicode))
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string = self.input_string
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if self.password:
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string = "*" * len(self.input_string)
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self.surface = self.font_object.render(string, self.antialias, self.text_color)
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self.cursor_ms_counter += self.clock.get_time()
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if self.cursor_ms_counter >= self.cursor_switch_ms:
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self.cursor_ms_counter %= self.cursor_switch_ms
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self.cursor_visible = not self.cursor_visible
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if self.cursor_visible:
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cursor_y_pos = self.font_object.size(self.input_string[:self.cursor_position])[0]
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if self.cursor_position > 0:
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cursor_y_pos -= self.cursor_surface.get_width()
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self.surface.blit(self.cursor_surface, (cursor_y_pos, 0))
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self.clock.tick()
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return False
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def get_surface(self):
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return self.surface
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def get_text(self):
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return self.input_string
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def get_cursor_position(self):
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return self.cursor_position
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def set_text_color(self, color):
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self.text_color = color
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def set_cursor_color(self, color):
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self.cursor_surface.fill(color)
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def clear_text(self):
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self.input_string = ""
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self.cursor_position = 0
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if __name__ == "__main__":
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pygame.init()
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textinput = TextInput()
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screen = pygame.display.set_mode((1000, 200))
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clock = pygame.time.Clock()
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while True:
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screen.fill((225, 225, 225))
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events = pygame.event.get()
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for event in events:
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if event.type == pygame.QUIT:
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exit()
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textinput.update(events)
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screen.blit(textinput.get_surface(), (10, 10))
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pygame.display.update()
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clock.tick(30) |