#!/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))