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InputBox.py
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143 lines (116 loc) · 5.36 KB
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import os.path
import pygame
import pygame.locals as pl
pygame.font.init()
class TextInput:
def __init__(
self,
initial_string="",
font_family="",
font_size=35,
antialias=True,
text_color=(255,255,255),
cursor_color=(255,255,255),
repeat_keys_initial_ms=400,
repeat_keys_interval_ms=35,
max_string_length=-1,
password=False):
self.antialias = antialias
self.text_color = text_color
self.font_size = font_size
self.max_string_length = max_string_length
self.password = password
self.input_string = initial_string
if not os.path.isfile(font_family):
font_family = pygame.font.match_font(font_family)
self.font_object = pygame.font.Font(font_family, font_size)
self.surface = pygame.Surface((1, 1))
self.surface.set_alpha(0)
self.keyrepeat_counters = {}
self.keyrepeat_intial_interval_ms = repeat_keys_initial_ms
self.keyrepeat_interval_ms = repeat_keys_interval_ms
# Things cursor:
self.cursor_surface = pygame.Surface((int(self.font_size / 20 + 1), self.font_size))
self.cursor_surface.fill(cursor_color)
self.cursor_position = len(initial_string) # Inside text
self.cursor_visible = True
self.cursor_switch_ms = 500
self.cursor_ms_counter = 0
self.clock = pygame.time.Clock()
def update(self, events):
for event in events:
if event.type == pygame.KEYDOWN:
self.cursor_visible = True
if event.key not in self.keyrepeat_counters:
if not event.key == pl.K_RETURN: # Filters out return key, others can be added as necessary
self.keyrepeat_counters[event.key] = [0, event.unicode]
if event.key == pl.K_BACKSPACE:
self.input_string = (
self.input_string[:max(self.cursor_position - 1, 0)]
+ self.input_string[self.cursor_position:]
)
self.cursor_position = max(self.cursor_position - 1, 0)
elif event.key == pl.K_DELETE:
self.input_string = (
self.input_string[:self.cursor_position]
+ self.input_string[self.cursor_position + 1:]
)
elif event.key == pl.K_RETURN:
return True
elif event.key == pl.K_RIGHT:
self.cursor_position = min(self.cursor_position + 1, len(self.input_string))
elif event.key == pl.K_LEFT:
self.cursor_position = max(self.cursor_position - 1, 0)
elif event.key == pl.K_END:
self.cursor_position = len(self.input_string)
elif event.key == pl.K_HOME:
self.cursor_position = 0
elif len(self.input_string) < self.max_string_length or self.max_string_length == -1:
self.input_string = (
self.input_string[:self.cursor_position]
+ event.unicode
+ self.input_string[self.cursor_position:]
)
self.cursor_position += len(event.unicode)
elif event.type == pl.KEYUP:
if event.key in self.keyrepeat_counters:
del self.keyrepeat_counters[event.key]
# Update key counters:
for key in self.keyrepeat_counters:
self.keyrepeat_counters[key][0] += self.clock.get_time() # Update clock
if self.keyrepeat_counters[key][0] >= self.keyrepeat_intial_interval_ms:
self.keyrepeat_counters[key][0] = (
self.keyrepeat_intial_interval_ms
- self.keyrepeat_interval_ms
)
event_key, event_unicode = key, self.keyrepeat_counters[key][1]
pygame.event.post(pygame.event.Event(pl.KEYDOWN, key=event_key, unicode=event_unicode))
string = self.input_string
if self.password:
string = "*" * len(self.input_string)
self.surface = self.font_object.render(string, self.antialias, self.text_color)
self.cursor_ms_counter += self.clock.get_time()
if self.cursor_ms_counter >= self.cursor_switch_ms:
self.cursor_ms_counter %= self.cursor_switch_ms
self.cursor_visible = not self.cursor_visible
if self.cursor_visible:
cursor_y_pos = self.font_object.size(self.input_string[:self.cursor_position])[0]
# Without this, the cursor is invisible when self.cursor_position > 0:
if self.cursor_position > 0:
cursor_y_pos -= self.cursor_surface.get_width()
self.surface.blit(self.cursor_surface, (cursor_y_pos, 0))
self.clock.tick()
return False
def get_surface(self):
return self.surface
def get_text(self):
return self.input_string
def get_cursor_position(self):
return self.cursor_position
def set_text_color(self, color):
self.text_color = color
def set_cursor_color(self, color):
self.cursor_surface.fill(color)
def clear_text(self):
self.input_string = ""
self.cursor_position = 0