Added TextInput() class.
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131
pg.py
131
pg.py
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@ -14,7 +14,9 @@ buttons = []
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# colors
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black = (8, 8, 8)
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gray = (40, 40, 40)
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light_gray = (128, 128, 128)
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white = (250, 250, 250)
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@ -217,6 +219,135 @@ class TextButton:
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# self.delay = delay
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class TextInput:
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def __init__(
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self,
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position: Union[tuple, Callable],
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surface: pygame.Surface,
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width: int=None,
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font: pygame.font.Font=default_font,
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bg_color: tuple=(255, 255, 255),
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text_color: tuple=black,
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desc_text_color: tuple=light_gray,
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desc_text: str="",
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default_text: str="",
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padding: tuple=(8, 8),
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cursor_blink_interval: int=30,
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border_radius: int=-1,
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max_length: int=128
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):
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self.surface = surface
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self.font = font
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self.bg_color = bg_color
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self.text_color = text_color
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self.desc_text_color = desc_text_color
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self.desc_text = desc_text
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self.text = default_text
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self.padding = padding
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self.focused = True
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self.cursor_blink_interval = cursor_blink_interval
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self.ticks_til_blink = cursor_blink_interval
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self.blink = False
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self.border_radius = border_radius
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self.max_length = max_length
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self.cursor_position = len(default_text)
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sx, sy = surface.get_size()
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if width is None:
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self.width = round(sx / 4)
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else:
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self.width = width
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self.description_text_object = font.render(self.desc_text, True, self.desc_text_color)
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self.text_object = font.render(self.text, True, self.text_color)
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self.text_blink_object = font.render(self.text + "|", True, self.text_color)
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self.height = self.text_object.get_height()
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if type(position) is tuple:
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self.position = position
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else:
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self.position = position(size=self.size)
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self.callable_position = position
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self.rect = self.generate_rect()
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def generate_rect(self):
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x, y = self.position
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px, py = self.padding
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x -= px
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y -= py
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return pygame.Rect((x, y), (self.width + px * 2, self.height + py * 2))
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def blit(self):
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pygame.draw.rect(self.surface, self.bg_color, self.rect, border_radius=self.border_radius)
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if self.focused:
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if self.blink:
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self.surface.blit(self.text_blink_object, self.position)
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else:
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self.surface.blit(self.text_object, self.position)
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def loop(self):
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"""Call this function every tick to make the cursor blink."""
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self.ticks_til_blink -= 1
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if self.ticks_til_blink == -1:
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self.ticks_til_blink = self.cursor_blink_interval
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self.blink = not self.blink
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def keypress(self, event: pygame.event, pressed_keys, special_keys):
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"""
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Call this function when a key is pressed to get user input like this:
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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TextInput.keypress(event, pygame.key.get_pressed(), pygame.key.get_mods())
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"""
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if self.max_length is None or len(self.text) <= self.max_length:
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key_unicode = event.unicode
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key = event.key
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if key < 32 or key > 101106 or special_keys & pygame.KMOD_CTRL or special_keys & pygame.KMOD_RCTRL or key > 126 and key < 161:
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if key == pygame.K_BACKSPACE:
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if self.cursor_position > 0:
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self.text = text.rsap(self.text, "", self.cursor_position - 1)
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self.cursor_position -= 1
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elif key == pygame.K_LEFT:
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if self.cursor_position > 0:
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self.cursor_position -= 1
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elif key == pygame.K_RIGHT:
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if self.cursor_position < len(self.text):
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self.cursor_position += 1
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else:
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self.text = text.asap(self.text, key_unicode, self.cursor_position)
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self.cursor_position += 1
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self.regenerate_objects()
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def regenerate_objects(self):
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self.rect = self.generate_rect()
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self.text_object = self.font.render(self.text, True, self.text_color)
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self.text_blink_object = self.font.render(text.asap(self.text, "|", self.cursor_position), True, self.text_color)
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t_width, t_height = self.text_blink_object.get_size()
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if t_width > self.width:
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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))
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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))
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def set_rot_point(img, pos):
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w, h = img.get_size()
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w, h = w * 2, h * 2
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