wobbl_tools/pygame_tools/widgets/text_input.py

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#!/usr/bin/python3
from wobbl_tools.pygame_tools.utils import *
class TextInput:
"""
Creates an input object at a given position.
"""
def __init__(
self,
position: Union[tuple, Callable],
surface: pygame.Surface,
width: int = None,
font: pygame.font.Font = default_font,
bg_color: tuple = (255, 255, 255),
text_color: tuple = black,
desc_text_color: tuple = light_gray,
desc_text: str = "",
default_text: str = "",
padding: tuple = (8, 8),
cursor_blink_interval: int = 30,
border_radius: int = -1,
max_length: int = 128
):
self.surface = surface
self.font = font
self.bg_color = bg_color
self.text_color = text_color
self.desc_text_color = desc_text_color
self.desc_text = desc_text
self.text = default_text
self.padding = padding
self.focused = True
self.cursor_blink_interval = cursor_blink_interval
self.ticks_til_blink = cursor_blink_interval
self.blink = False
self.border_radius = border_radius
self.max_length = max_length
self.cursor_position = len(default_text)
sx, sy = surface.get_size()
if width is None:
self.width = round(sx / 4)
else:
self.width = width
self.description_text_object = font.render(self.desc_text, True, self.desc_text_color)
self.text_object = font.render(self.text, True, self.text_color)
self.text_blink_object = font.render(self.text + "|", True, self.text_color)
self.height = self.text_object.get_height()
if type(position) is tuple:
self.position = position
else:
self.position = position(size=self.size)
self.callable_position = position
self.rect = self.generate_rect()
def generate_rect(self):
x, y = self.position
px, py = self.padding
x -= px
y -= py
return pygame.Rect((x, y), (self.width + px * 2, self.height + py * 2))
def blit(self):
pygame.draw.rect(self.surface, self.bg_color, self.rect, border_radius=self.border_radius)
if self.focused:
if self.blink:
self.surface.blit(self.text_blink_object, self.position)
else:
self.surface.blit(self.text_object, self.position)
def loop(self):
"""Call this function every tick to make the cursor blink."""
self.ticks_til_blink -= 1
if self.ticks_til_blink == -1:
self.ticks_til_blink = self.cursor_blink_interval
self.blink = not self.blink
def keypress(self, event: pygame.event, pressed_keys, special_keys):
"""
Call this function when a key is pressed to get user input like this:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
TextInput.keypress(event, pygame.key.get_pressed(), pygame.key.get_mods())
"""
if self.max_length is None or len(self.text) <= self.max_length:
key_unicode = event.unicode
key = event.key
if key < 32 or key > 101106 or special_keys & pygame.KMOD_CTRL or special_keys & pygame.KMOD_RCTRL or key > 126 and key < 161:
if key == pygame.K_BACKSPACE:
if self.cursor_position > 0:
self.text = text.rsap(self.text, "", self.cursor_position - 1)
self.cursor_position -= 1
elif key == pygame.K_LEFT:
if self.cursor_position > 0:
self.cursor_position -= 1
elif key == pygame.K_RIGHT:
if self.cursor_position < len(self.text):
self.cursor_position += 1
else:
self.text = text.asap(self.text, key_unicode, self.cursor_position)
self.cursor_position += 1
self.regenerate_objects()
def regenerate_objects(self):
self.rect = self.generate_rect()
self.text_object = self.font.render(self.text, True, self.text_color)
self.text_blink_object = self.font.render(text.asap(self.text, "|", self.cursor_position), True,
self.text_color)
t_width, t_height = self.text_blink_object.get_size()
if t_width > self.width:
self.text_blink_object = crop_surface(self.text_blink_object,
(t_width - (t_width - (t_width - self.width)), 0),
(t_width - (t_width - self.width), t_height))
self.text_object = crop_surface(self.text_object, (t_width - (t_width - (t_width - self.width)), 0),
(t_width - (t_width - self.width), t_height))