How to get input and update text in pygame? [duplicate] - python

I want to get some text input from the user in Python and display what they are typing in a text box, and when they press enter, it gets stored in a string.
I've looked everywhere, but I just can't find anything. I'm using Pygame.

You can define a rect as the area of the input box. If a pygame.MOUSEBUTTONDOWN event occurs, use the colliderect method of the input_box rect to check if it collides with the event.pos and then activate it by setting a active variable to True.
If the box is active you can type something and Pygame will generate pygame.KEYDOWN events which have a unicode attribute that you can simply add to a string, e.g. text += event.unicode. If the user presses enter, you can do something with the text string (in the example I just print it) and reset it to ''.
import pygame as pg
def main():
screen = pg.display.set_mode((640, 480))
font = pg.font.Font(None, 32)
clock = pg.time.Clock()
input_box = pg.Rect(100, 100, 140, 32)
color_inactive = pg.Color('lightskyblue3')
color_active = pg.Color('dodgerblue2')
color = color_inactive
active = False
text = ''
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if input_box.collidepoint(event.pos):
# Toggle the active variable.
active = not active
else:
active = False
# Change the current color of the input box.
color = color_active if active else color_inactive
if event.type == pg.KEYDOWN:
if active:
if event.key == pg.K_RETURN:
print(text)
text = ''
elif event.key == pg.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill((30, 30, 30))
# Render the current text.
txt_surface = font.render(text, True, color)
# Resize the box if the text is too long.
width = max(200, txt_surface.get_width()+10)
input_box.w = width
# Blit the text.
screen.blit(txt_surface, (input_box.x+5, input_box.y+5))
# Blit the input_box rect.
pg.draw.rect(screen, color, input_box, 2)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Here's an object-oriented variant that allows you to easily create multiple input boxes:
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
COLOR_INACTIVE = pg.Color('lightskyblue3')
COLOR_ACTIVE = pg.Color('dodgerblue2')
FONT = pg.font.Font(None, 32)
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
# Toggle the active variable.
self.active = not self.active
else:
self.active = False
# Change the current color of the input box.
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
# Resize the box if the text is too long.
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
clock = pg.time.Clock()
input_box1 = InputBox(100, 100, 140, 32)
input_box2 = InputBox(100, 300, 140, 32)
input_boxes = [input_box1, input_box2]
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
There are also third party modules available like pygame_textinput.

Use the KEYDOWN event to get the input from the keyboard (see pygame.event). The key that was pressed can be obtained from the key attribute of the pygame.event.Event object. unicode contains a single character string that is the fully translated character. Add the character to the text when a key is pressed.
Two special keys need to be dealt with. If RETURN is pressed, the input is finished. If BACKSPACE is pressed, the last character of the input text must be removed:
repl.it/#Rabbid76/PyGame-TextInput
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text = ""
input_active = True
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN:
input_active = True
text = ""
elif event.type == pygame.KEYDOWN and input_active:
if event.key == pygame.K_RETURN:
input_active = False
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
window.fill(0)
text_surf = font.render(text, True, (255, 0, 0))
window.blit(text_surf, text_surf.get_rect(center = window.get_rect().center))
pygame.display.flip()
pygame.quit()
exit()
Use the algorithm in a pygame.sprite.Sprite class. Handle the event in the update method.Determine whether the mouse clicks in the text entry field with collidepoint (see How to detect when a rectangular object, image or sprite is clicked) and activate the text input box:
class TextInputBox(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
Pass the list of events to the update method of the Group that contains the Sprite:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
Minimal example: repl.it/#Rabbid76/PyGame-SpriteTextInput
import pygame
class TextInputBox(pygame.sprite.Sprite):
def __init__(self, x, y, w, font):
super().__init__()
self.color = (255, 255, 255)
self.backcolor = None
self.pos = (x, y)
self.width = w
self.font = font
self.active = False
self.text = ""
self.render_text()
def render_text(self):
t_surf = self.font.render(self.text, True, self.color, self.backcolor)
self.image = pygame.Surface((max(self.width, t_surf.get_width()+10), t_surf.get_height()+10), pygame.SRCALPHA)
if self.backcolor:
self.image.fill(self.backcolor)
self.image.blit(t_surf, (5, 5))
pygame.draw.rect(self.image, self.color, self.image.get_rect().inflate(-2, -2), 2)
self.rect = self.image.get_rect(topleft = self.pos)
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text_input_box = TextInputBox(50, 50, 400, font)
group = pygame.sprite.Group(text_input_box)
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()

You can find a great module for Pygame text input here.
I have been using it for a while and I really like it. A tutorial how to use it is included in the description.
However, I have added the possibility to draw a (coloured) rectangle around the text, by adding a rect and a rect_color parameter to the *_init_() function and adding
if self.rect != None:
pygame.draw.rect(screen, self.rect_color, self.rect) #screen is my pygame display surface
to the update(self, events) function.

The pygame_gui module allows you to create a text_input box from the user by creating a UITextEntryLine instance. You'll need to set up an instance as in the quick start guide.
Create the text_input:
from pygame.rect import Rect
from pygame_gui.elements.ui_text_entry_line import UITextEntryLine
text_input = UITextEntryLine(relative_rect=Rect(0, 0, 100, 100), manager=manager)
Get the text if enter is clicked:
for event in pygame.event.get():
if event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_TEXT_ENTRY_FINISHED:
if event.ui_element == text_input:
entered_text = event.text

I have written a class that can handle text input
minimal example:
import pygame as pg
from pgtextbox import pgtextbox
pg.init()
screen=pg.display.set_mode((1000,500))
textbox=pgtextbox(200,20)
textbox.insertAtCurser('Hallo')
while True:
e = pg.event.wait(30000)
if e.type == pg.QUIT:
raise StopIteration
textbox.addPgEvent(e)#uses keydown events
print(textbox.text)
screen.fill((0,0,0))
screen.blit(textbox.render(),(10,0))
pg.display.flip()
pg.display.quit()
pgtextbox class:
import pygame as pg
class pgtextbox:#By K1521
def __init__(self,width=100,height=10,fontname=None):
self.surface=pg.Surface((width,height))
self.text=""
self.width=width
self.height=height
self.font=pg.font.Font(fontname,pgtextbox.getMaxFontSize(fontname,lineheight=height))
self.curserindex=0
self.cursersurface=pg.Surface((self.font.size("|")[0]//2,self.font.size("|")[1]))
self.cursersurface.fill((255,255,255))
#self.cursersurface=self.font.render("|",False,(255,255,255),(0,0,0))
self.offsety=int((height-self.font.get_linesize())/2)
self.offsetx=0
def curserpos(self):
return self.font.size(self.text[:self.curserindex])[0]
def addPgEvent(self,event):
if event.type==pg.KEYDOWN:
if event.key==pg.K_BACKSPACE:
self.deleteAtCurser()
elif event.key==pg.K_RIGHT:
self.offsetCurser(1)
elif event.key==pg.K_LEFT:
self.offsetCurser(-1)
else:
self.insertAtCurser(event.unicode)
def render(self):
self.surface.fill((0,0,0))
width=self.width-self.cursersurface.get_width()
text=self.font.render(self.text,False,(255,255,255),(0,0,0))
if self.curserindex>=0:
curserpos=self.curserpos()+self.offsetx
curserposnew=max(0,min(curserpos,width))
self.offsetx+=curserposnew-curserpos
curserpos=curserposnew
#if curserpos<0:
#self.offsetx-=curserpos
#curserpos=0
#if curserpos>width:
#curserpos=curserpos-width
#self.offsetx-=curserpos
else:
#self.offsetx=min(width-text.get_width(),0)
self.offsetx=0
self.surface.blit(text,(self.offsetx,self.offsety))
if self.curserindex>=0:
self.surface.blit(self.cursersurface,(curserpos,self.offsety))
#print((curserpos,self.offsety))
return self.surface
def insertAtCurser(self,t):
if self.curserindex<0:
self.curserindex=len(self.text)
self.text=self.text[:self.curserindex]+t+self.text[self.curserindex:]
self.curserindex+=len(t)
def deleteAtCurser(self,length=1):
if self.curserindex<0:
self.curserindex=len(self.text)
newcurserindex=max(0,self.curserindex-length)
self.text=self.text[:newcurserindex]+self.text[self.curserindex:]
self.curserindex=newcurserindex
def offsetCurser(self,i):
self.curserindex=max(min(self.curserindex+i,len(self.text)),0)
#staticmethod
def longestline(self,fontname,lines):
size=pg.font.Font(fontname,1000)
return max(lines,key=lambda t:size(t)[0])
#staticmethod
def getMaxFontSize(fontname,width=None,lineheight=None,line=None):
def font(size):
return pg.font.Font(fontname,size)
fontsize=float("inf")# inf
if width:
aproxsize=width*1000//font(1000).size(line)[0]
while font(aproxsize).size(line)[0]<width:
aproxsize+=1
while font(aproxsize).size(line)[0]>width:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
if lineheight:
aproxsize=lineheight*4//3
while font(aproxsize).get_linesize()<lineheight:
aproxsize+=1
while font(aproxsize).get_linesize()>lineheight:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
return fontsize
#staticmethod
def rendermultilinetext(text,width=None,height=10,fontname=None,antialias=False,color=(255,255,255),background=None):
if(len(text)-text.count("\n")==0):
return pg.Surface((0,0))
def font(size):
return pg.font.Font(fontname,size)
text=text.split("\n")
fontsize=1000000000# inf
longestline=None
if height:
longestline=pgtextbox.longestline(fontname,lines)
fontsize=pgtextbox.getMaxFontSize(fontname,width,lineheight,longestline)
font=font(fontsize)
width=font.size(longestline)[0]
lineheight=font.get_linesize()
heigth=len(text)*lineheight
textsurface=pg.Surface((width,heigth))
if background:
textsurface.fill(background)
for i,line in enumerate(text):
textsurface.blit(font.render(line,antialias,color,background),(0,i*lineheight))
return textsurface

Related

Why does my button not work outside of the main loop

I have been following this tutorial about animated buttons in pygame. It worked perfectly until I created a button outside of the main loop in another function.
Here is my code:
import pygame
from pygame.locals import *
import sys
import random
# Constants
SCREEN = pygame.display.set_mode((1280, 720), 0, 32)
# Colours
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
GREY = (100, 100, 100)
LIGHT_BLUE = (66, 233, 245)
# Button Class
class Button:
def __init__(self, text, width, height, pos, elevation):
# Core attributes
self.pressed = False
self.elevation = elevation
self.dynamicElevation = elevation
self.originalYPos = pos[1]
# Top Rectangle
self.topRectangle = pygame.Rect(pos, (width, height))
self.topColor = '#457B9D'
# Bottom Rectangle
self.bottomRectangle = pygame.Rect(pos, (width, elevation))
self.bottomColor = '#1D3557'
# Text
self.textSurface = gui_font.render(text, True, '#FFFFFF')
self.textRectangle = self.textSurface.get_rect(center = self.topRectangle.center)
def draw(self):
# Elevation Logic
self.topRectangle.y = self.originalYPos - self.dynamicElevation
self.textRectangle.center = self.topRectangle.center
self.bottomRectangle.midtop = self.topRectangle.midtop
self.bottomRectangle.height = self.topRectangle.height + self.dynamicElevation
bottom =pygame.draw.rect(SCREEN, self.bottomColor, self.bottomRectangle, border_radius = 12)
top = pygame.draw.rect(SCREEN, self.topColor, self.topRectangle, border_radius = 12)
pygame.draw.rect(SCREEN, '#000000', top, 1, border_radius = 12)
pygame.draw.rect(SCREEN, '#000000', bottom, 1, border_radius = 12)
SCREEN.blit(self.textSurface, self.textRectangle)
self.check_click()
def check_click(self):
mousePosition = pygame.mouse.get_pos()
if self.topRectangle.collidepoint(mousePosition):
self.topColor = '#F1FAEE'
if pygame.mouse.get_pressed()[0]:
self.dynamicElevation = 0
self.pressed = True
else:
self.dynamicElevation = self.elevation
if self.pressed == True:
print("Click")
self.pressed = False
else:
self.topColor = '#457B9D'
class GameState():
def __init__(self):
self.state = "welcome"
def welcomeScreen(self):
SCREEN.fill(WHITE)
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
exit()
if event.key == K_F1:
self.state = "mainGame"
pygame.display.update()
def mainGame(self):
SCREEN.fill(GREY)
buttonBack = Button("Back to Main Screen", 250, 30, (1000, 650), 8)
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
exit()
if event.key == K_F2:
self.state = "welcome"
buttonBack.draw()
pygame.display.update()
def stateManager(self):
if self.state == "welcome":
self.welcomeScreen()
if self.state == "mainGame":
self.mainGame()
pygame.init()
clock = pygame.time.Clock()
gameState = GameState()
pygame.display.set_caption("Button Test")
gui_font = pygame.font.Font(None, 30)
while True:
gameState.stateManager()
clock.tick(60)
I have tried to play around with putting the button in a different screen or at different stages of the loop. Is there a logic error I cannot see or lies my mistake somewhere else?
You are actually creating the button inside the main loop since you create it each time mainGame is called. mainGame is called by stateManager if the state is "mainGame", and that's called at each frame in your while True loop. So as you are recreating your button at each frame I think your problems might come from there.
I suggest you create your button in the parent's class constructor instead:
class GameState():
def __init__(self):
self.state = "welcome"
# Create the button here to make the object persistent.
self.buttonBack = Button("Back to Main Screen", 250, 30, (1000, 650), 8)
# ...
def mainGame(self):
SCREEN.fill(GREY)
for event in pygame.event.get():
if event.type == QUIT:
exit()
if event.type == KEYDOWN:
if event.key == K_ESCAPE:
exit()
if event.key == K_F2:
self.state = "welcome"
self.buttonBack.draw() # <- use your button with self.buttonBack
pygame.display.update()
# ...

Onclick button that display textbox so user can enter there name and save it [duplicate]

I want to get some text input from the user in Python and display what they are typing in a text box, and when they press enter, it gets stored in a string.
I've looked everywhere, but I just can't find anything. I'm using Pygame.
You can define a rect as the area of the input box. If a pygame.MOUSEBUTTONDOWN event occurs, use the colliderect method of the input_box rect to check if it collides with the event.pos and then activate it by setting a active variable to True.
If the box is active you can type something and Pygame will generate pygame.KEYDOWN events which have a unicode attribute that you can simply add to a string, e.g. text += event.unicode. If the user presses enter, you can do something with the text string (in the example I just print it) and reset it to ''.
import pygame as pg
def main():
screen = pg.display.set_mode((640, 480))
font = pg.font.Font(None, 32)
clock = pg.time.Clock()
input_box = pg.Rect(100, 100, 140, 32)
color_inactive = pg.Color('lightskyblue3')
color_active = pg.Color('dodgerblue2')
color = color_inactive
active = False
text = ''
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if input_box.collidepoint(event.pos):
# Toggle the active variable.
active = not active
else:
active = False
# Change the current color of the input box.
color = color_active if active else color_inactive
if event.type == pg.KEYDOWN:
if active:
if event.key == pg.K_RETURN:
print(text)
text = ''
elif event.key == pg.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill((30, 30, 30))
# Render the current text.
txt_surface = font.render(text, True, color)
# Resize the box if the text is too long.
width = max(200, txt_surface.get_width()+10)
input_box.w = width
# Blit the text.
screen.blit(txt_surface, (input_box.x+5, input_box.y+5))
# Blit the input_box rect.
pg.draw.rect(screen, color, input_box, 2)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Here's an object-oriented variant that allows you to easily create multiple input boxes:
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
COLOR_INACTIVE = pg.Color('lightskyblue3')
COLOR_ACTIVE = pg.Color('dodgerblue2')
FONT = pg.font.Font(None, 32)
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
# Toggle the active variable.
self.active = not self.active
else:
self.active = False
# Change the current color of the input box.
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
# Resize the box if the text is too long.
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
clock = pg.time.Clock()
input_box1 = InputBox(100, 100, 140, 32)
input_box2 = InputBox(100, 300, 140, 32)
input_boxes = [input_box1, input_box2]
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
There are also third party modules available like pygame_textinput.
Use the KEYDOWN event to get the input from the keyboard (see pygame.event). The key that was pressed can be obtained from the key attribute of the pygame.event.Event object. unicode contains a single character string that is the fully translated character. Add the character to the text when a key is pressed.
Two special keys need to be dealt with. If RETURN is pressed, the input is finished. If BACKSPACE is pressed, the last character of the input text must be removed:
repl.it/#Rabbid76/PyGame-TextInput
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text = ""
input_active = True
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN:
input_active = True
text = ""
elif event.type == pygame.KEYDOWN and input_active:
if event.key == pygame.K_RETURN:
input_active = False
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
window.fill(0)
text_surf = font.render(text, True, (255, 0, 0))
window.blit(text_surf, text_surf.get_rect(center = window.get_rect().center))
pygame.display.flip()
pygame.quit()
exit()
Use the algorithm in a pygame.sprite.Sprite class. Handle the event in the update method.Determine whether the mouse clicks in the text entry field with collidepoint (see How to detect when a rectangular object, image or sprite is clicked) and activate the text input box:
class TextInputBox(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
Pass the list of events to the update method of the Group that contains the Sprite:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
Minimal example: repl.it/#Rabbid76/PyGame-SpriteTextInput
import pygame
class TextInputBox(pygame.sprite.Sprite):
def __init__(self, x, y, w, font):
super().__init__()
self.color = (255, 255, 255)
self.backcolor = None
self.pos = (x, y)
self.width = w
self.font = font
self.active = False
self.text = ""
self.render_text()
def render_text(self):
t_surf = self.font.render(self.text, True, self.color, self.backcolor)
self.image = pygame.Surface((max(self.width, t_surf.get_width()+10), t_surf.get_height()+10), pygame.SRCALPHA)
if self.backcolor:
self.image.fill(self.backcolor)
self.image.blit(t_surf, (5, 5))
pygame.draw.rect(self.image, self.color, self.image.get_rect().inflate(-2, -2), 2)
self.rect = self.image.get_rect(topleft = self.pos)
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text_input_box = TextInputBox(50, 50, 400, font)
group = pygame.sprite.Group(text_input_box)
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
You can find a great module for Pygame text input here.
I have been using it for a while and I really like it. A tutorial how to use it is included in the description.
However, I have added the possibility to draw a (coloured) rectangle around the text, by adding a rect and a rect_color parameter to the *_init_() function and adding
if self.rect != None:
pygame.draw.rect(screen, self.rect_color, self.rect) #screen is my pygame display surface
to the update(self, events) function.
The pygame_gui module allows you to create a text_input box from the user by creating a UITextEntryLine instance. You'll need to set up an instance as in the quick start guide.
Create the text_input:
from pygame.rect import Rect
from pygame_gui.elements.ui_text_entry_line import UITextEntryLine
text_input = UITextEntryLine(relative_rect=Rect(0, 0, 100, 100), manager=manager)
Get the text if enter is clicked:
for event in pygame.event.get():
if event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_TEXT_ENTRY_FINISHED:
if event.ui_element == text_input:
entered_text = event.text
I have written a class that can handle text input
minimal example:
import pygame as pg
from pgtextbox import pgtextbox
pg.init()
screen=pg.display.set_mode((1000,500))
textbox=pgtextbox(200,20)
textbox.insertAtCurser('Hallo')
while True:
e = pg.event.wait(30000)
if e.type == pg.QUIT:
raise StopIteration
textbox.addPgEvent(e)#uses keydown events
print(textbox.text)
screen.fill((0,0,0))
screen.blit(textbox.render(),(10,0))
pg.display.flip()
pg.display.quit()
pgtextbox class:
import pygame as pg
class pgtextbox:#By K1521
def __init__(self,width=100,height=10,fontname=None):
self.surface=pg.Surface((width,height))
self.text=""
self.width=width
self.height=height
self.font=pg.font.Font(fontname,pgtextbox.getMaxFontSize(fontname,lineheight=height))
self.curserindex=0
self.cursersurface=pg.Surface((self.font.size("|")[0]//2,self.font.size("|")[1]))
self.cursersurface.fill((255,255,255))
#self.cursersurface=self.font.render("|",False,(255,255,255),(0,0,0))
self.offsety=int((height-self.font.get_linesize())/2)
self.offsetx=0
def curserpos(self):
return self.font.size(self.text[:self.curserindex])[0]
def addPgEvent(self,event):
if event.type==pg.KEYDOWN:
if event.key==pg.K_BACKSPACE:
self.deleteAtCurser()
elif event.key==pg.K_RIGHT:
self.offsetCurser(1)
elif event.key==pg.K_LEFT:
self.offsetCurser(-1)
else:
self.insertAtCurser(event.unicode)
def render(self):
self.surface.fill((0,0,0))
width=self.width-self.cursersurface.get_width()
text=self.font.render(self.text,False,(255,255,255),(0,0,0))
if self.curserindex>=0:
curserpos=self.curserpos()+self.offsetx
curserposnew=max(0,min(curserpos,width))
self.offsetx+=curserposnew-curserpos
curserpos=curserposnew
#if curserpos<0:
#self.offsetx-=curserpos
#curserpos=0
#if curserpos>width:
#curserpos=curserpos-width
#self.offsetx-=curserpos
else:
#self.offsetx=min(width-text.get_width(),0)
self.offsetx=0
self.surface.blit(text,(self.offsetx,self.offsety))
if self.curserindex>=0:
self.surface.blit(self.cursersurface,(curserpos,self.offsety))
#print((curserpos,self.offsety))
return self.surface
def insertAtCurser(self,t):
if self.curserindex<0:
self.curserindex=len(self.text)
self.text=self.text[:self.curserindex]+t+self.text[self.curserindex:]
self.curserindex+=len(t)
def deleteAtCurser(self,length=1):
if self.curserindex<0:
self.curserindex=len(self.text)
newcurserindex=max(0,self.curserindex-length)
self.text=self.text[:newcurserindex]+self.text[self.curserindex:]
self.curserindex=newcurserindex
def offsetCurser(self,i):
self.curserindex=max(min(self.curserindex+i,len(self.text)),0)
#staticmethod
def longestline(self,fontname,lines):
size=pg.font.Font(fontname,1000)
return max(lines,key=lambda t:size(t)[0])
#staticmethod
def getMaxFontSize(fontname,width=None,lineheight=None,line=None):
def font(size):
return pg.font.Font(fontname,size)
fontsize=float("inf")# inf
if width:
aproxsize=width*1000//font(1000).size(line)[0]
while font(aproxsize).size(line)[0]<width:
aproxsize+=1
while font(aproxsize).size(line)[0]>width:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
if lineheight:
aproxsize=lineheight*4//3
while font(aproxsize).get_linesize()<lineheight:
aproxsize+=1
while font(aproxsize).get_linesize()>lineheight:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
return fontsize
#staticmethod
def rendermultilinetext(text,width=None,height=10,fontname=None,antialias=False,color=(255,255,255),background=None):
if(len(text)-text.count("\n")==0):
return pg.Surface((0,0))
def font(size):
return pg.font.Font(fontname,size)
text=text.split("\n")
fontsize=1000000000# inf
longestline=None
if height:
longestline=pgtextbox.longestline(fontname,lines)
fontsize=pgtextbox.getMaxFontSize(fontname,width,lineheight,longestline)
font=font(fontsize)
width=font.size(longestline)[0]
lineheight=font.get_linesize()
heigth=len(text)*lineheight
textsurface=pg.Surface((width,heigth))
if background:
textsurface.fill(background)
for i,line in enumerate(text):
textsurface.blit(font.render(line,antialias,color,background),(0,i*lineheight))
return textsurface

Login System for pygame [duplicate]

I want to get some text input from the user in Python and display what they are typing in a text box, and when they press enter, it gets stored in a string.
I've looked everywhere, but I just can't find anything. I'm using Pygame.
You can define a rect as the area of the input box. If a pygame.MOUSEBUTTONDOWN event occurs, use the colliderect method of the input_box rect to check if it collides with the event.pos and then activate it by setting a active variable to True.
If the box is active you can type something and Pygame will generate pygame.KEYDOWN events which have a unicode attribute that you can simply add to a string, e.g. text += event.unicode. If the user presses enter, you can do something with the text string (in the example I just print it) and reset it to ''.
import pygame as pg
def main():
screen = pg.display.set_mode((640, 480))
font = pg.font.Font(None, 32)
clock = pg.time.Clock()
input_box = pg.Rect(100, 100, 140, 32)
color_inactive = pg.Color('lightskyblue3')
color_active = pg.Color('dodgerblue2')
color = color_inactive
active = False
text = ''
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if input_box.collidepoint(event.pos):
# Toggle the active variable.
active = not active
else:
active = False
# Change the current color of the input box.
color = color_active if active else color_inactive
if event.type == pg.KEYDOWN:
if active:
if event.key == pg.K_RETURN:
print(text)
text = ''
elif event.key == pg.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill((30, 30, 30))
# Render the current text.
txt_surface = font.render(text, True, color)
# Resize the box if the text is too long.
width = max(200, txt_surface.get_width()+10)
input_box.w = width
# Blit the text.
screen.blit(txt_surface, (input_box.x+5, input_box.y+5))
# Blit the input_box rect.
pg.draw.rect(screen, color, input_box, 2)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Here's an object-oriented variant that allows you to easily create multiple input boxes:
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
COLOR_INACTIVE = pg.Color('lightskyblue3')
COLOR_ACTIVE = pg.Color('dodgerblue2')
FONT = pg.font.Font(None, 32)
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
# Toggle the active variable.
self.active = not self.active
else:
self.active = False
# Change the current color of the input box.
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
# Resize the box if the text is too long.
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
clock = pg.time.Clock()
input_box1 = InputBox(100, 100, 140, 32)
input_box2 = InputBox(100, 300, 140, 32)
input_boxes = [input_box1, input_box2]
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
There are also third party modules available like pygame_textinput.
Use the KEYDOWN event to get the input from the keyboard (see pygame.event). The key that was pressed can be obtained from the key attribute of the pygame.event.Event object. unicode contains a single character string that is the fully translated character. Add the character to the text when a key is pressed.
Two special keys need to be dealt with. If RETURN is pressed, the input is finished. If BACKSPACE is pressed, the last character of the input text must be removed:
repl.it/#Rabbid76/PyGame-TextInput
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text = ""
input_active = True
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN:
input_active = True
text = ""
elif event.type == pygame.KEYDOWN and input_active:
if event.key == pygame.K_RETURN:
input_active = False
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
window.fill(0)
text_surf = font.render(text, True, (255, 0, 0))
window.blit(text_surf, text_surf.get_rect(center = window.get_rect().center))
pygame.display.flip()
pygame.quit()
exit()
Use the algorithm in a pygame.sprite.Sprite class. Handle the event in the update method.Determine whether the mouse clicks in the text entry field with collidepoint (see How to detect when a rectangular object, image or sprite is clicked) and activate the text input box:
class TextInputBox(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
Pass the list of events to the update method of the Group that contains the Sprite:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
Minimal example: repl.it/#Rabbid76/PyGame-SpriteTextInput
import pygame
class TextInputBox(pygame.sprite.Sprite):
def __init__(self, x, y, w, font):
super().__init__()
self.color = (255, 255, 255)
self.backcolor = None
self.pos = (x, y)
self.width = w
self.font = font
self.active = False
self.text = ""
self.render_text()
def render_text(self):
t_surf = self.font.render(self.text, True, self.color, self.backcolor)
self.image = pygame.Surface((max(self.width, t_surf.get_width()+10), t_surf.get_height()+10), pygame.SRCALPHA)
if self.backcolor:
self.image.fill(self.backcolor)
self.image.blit(t_surf, (5, 5))
pygame.draw.rect(self.image, self.color, self.image.get_rect().inflate(-2, -2), 2)
self.rect = self.image.get_rect(topleft = self.pos)
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text_input_box = TextInputBox(50, 50, 400, font)
group = pygame.sprite.Group(text_input_box)
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
You can find a great module for Pygame text input here.
I have been using it for a while and I really like it. A tutorial how to use it is included in the description.
However, I have added the possibility to draw a (coloured) rectangle around the text, by adding a rect and a rect_color parameter to the *_init_() function and adding
if self.rect != None:
pygame.draw.rect(screen, self.rect_color, self.rect) #screen is my pygame display surface
to the update(self, events) function.
The pygame_gui module allows you to create a text_input box from the user by creating a UITextEntryLine instance. You'll need to set up an instance as in the quick start guide.
Create the text_input:
from pygame.rect import Rect
from pygame_gui.elements.ui_text_entry_line import UITextEntryLine
text_input = UITextEntryLine(relative_rect=Rect(0, 0, 100, 100), manager=manager)
Get the text if enter is clicked:
for event in pygame.event.get():
if event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_TEXT_ENTRY_FINISHED:
if event.ui_element == text_input:
entered_text = event.text
I have written a class that can handle text input
minimal example:
import pygame as pg
from pgtextbox import pgtextbox
pg.init()
screen=pg.display.set_mode((1000,500))
textbox=pgtextbox(200,20)
textbox.insertAtCurser('Hallo')
while True:
e = pg.event.wait(30000)
if e.type == pg.QUIT:
raise StopIteration
textbox.addPgEvent(e)#uses keydown events
print(textbox.text)
screen.fill((0,0,0))
screen.blit(textbox.render(),(10,0))
pg.display.flip()
pg.display.quit()
pgtextbox class:
import pygame as pg
class pgtextbox:#By K1521
def __init__(self,width=100,height=10,fontname=None):
self.surface=pg.Surface((width,height))
self.text=""
self.width=width
self.height=height
self.font=pg.font.Font(fontname,pgtextbox.getMaxFontSize(fontname,lineheight=height))
self.curserindex=0
self.cursersurface=pg.Surface((self.font.size("|")[0]//2,self.font.size("|")[1]))
self.cursersurface.fill((255,255,255))
#self.cursersurface=self.font.render("|",False,(255,255,255),(0,0,0))
self.offsety=int((height-self.font.get_linesize())/2)
self.offsetx=0
def curserpos(self):
return self.font.size(self.text[:self.curserindex])[0]
def addPgEvent(self,event):
if event.type==pg.KEYDOWN:
if event.key==pg.K_BACKSPACE:
self.deleteAtCurser()
elif event.key==pg.K_RIGHT:
self.offsetCurser(1)
elif event.key==pg.K_LEFT:
self.offsetCurser(-1)
else:
self.insertAtCurser(event.unicode)
def render(self):
self.surface.fill((0,0,0))
width=self.width-self.cursersurface.get_width()
text=self.font.render(self.text,False,(255,255,255),(0,0,0))
if self.curserindex>=0:
curserpos=self.curserpos()+self.offsetx
curserposnew=max(0,min(curserpos,width))
self.offsetx+=curserposnew-curserpos
curserpos=curserposnew
#if curserpos<0:
#self.offsetx-=curserpos
#curserpos=0
#if curserpos>width:
#curserpos=curserpos-width
#self.offsetx-=curserpos
else:
#self.offsetx=min(width-text.get_width(),0)
self.offsetx=0
self.surface.blit(text,(self.offsetx,self.offsety))
if self.curserindex>=0:
self.surface.blit(self.cursersurface,(curserpos,self.offsety))
#print((curserpos,self.offsety))
return self.surface
def insertAtCurser(self,t):
if self.curserindex<0:
self.curserindex=len(self.text)
self.text=self.text[:self.curserindex]+t+self.text[self.curserindex:]
self.curserindex+=len(t)
def deleteAtCurser(self,length=1):
if self.curserindex<0:
self.curserindex=len(self.text)
newcurserindex=max(0,self.curserindex-length)
self.text=self.text[:newcurserindex]+self.text[self.curserindex:]
self.curserindex=newcurserindex
def offsetCurser(self,i):
self.curserindex=max(min(self.curserindex+i,len(self.text)),0)
#staticmethod
def longestline(self,fontname,lines):
size=pg.font.Font(fontname,1000)
return max(lines,key=lambda t:size(t)[0])
#staticmethod
def getMaxFontSize(fontname,width=None,lineheight=None,line=None):
def font(size):
return pg.font.Font(fontname,size)
fontsize=float("inf")# inf
if width:
aproxsize=width*1000//font(1000).size(line)[0]
while font(aproxsize).size(line)[0]<width:
aproxsize+=1
while font(aproxsize).size(line)[0]>width:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
if lineheight:
aproxsize=lineheight*4//3
while font(aproxsize).get_linesize()<lineheight:
aproxsize+=1
while font(aproxsize).get_linesize()>lineheight:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
return fontsize
#staticmethod
def rendermultilinetext(text,width=None,height=10,fontname=None,antialias=False,color=(255,255,255),background=None):
if(len(text)-text.count("\n")==0):
return pg.Surface((0,0))
def font(size):
return pg.font.Font(fontname,size)
text=text.split("\n")
fontsize=1000000000# inf
longestline=None
if height:
longestline=pgtextbox.longestline(fontname,lines)
fontsize=pgtextbox.getMaxFontSize(fontname,width,lineheight,longestline)
font=font(fontsize)
width=font.size(longestline)[0]
lineheight=font.get_linesize()
heigth=len(text)*lineheight
textsurface=pg.Surface((width,heigth))
if background:
textsurface.fill(background)
for i,line in enumerate(text):
textsurface.blit(font.render(line,antialias,color,background),(0,i*lineheight))
return textsurface

How to call a function from inside a class?

I am new to Python but I have figured out a few cool things already. I have recently written a couple of classes to draw buttons / text boxes for an application to print labels at work.
I need to cycle through some records on my sql server - the connectivity works OK so I won't post all of that code.
I have a function getNextPart()that calls the next item from a table on my sql server- the intention is when I click my "+" spinner button, it runs getnextpart() and assigns that to a global parameter. The same would happen for getprevpart() when I click the "-" button.
When I click the "+" button the handler event does everything as expected, but doesn't run the getnextpart() function at all. It doesn't run the print statement or anything, so I am suspecting that it isn't the database connector that is broken. There are also no errors being reported. I tried including getnextpart as a method and referring to it as self.getnextpart() but that didn't work for me either. I have searched for a couple of days but can't find anything, so I'm asking for some guidance here please.
How (or even can I) call a function from within the handle_event() method of the SpinnerButton class?
This is my program, excluding the mysql connector and other parameters initialised at the start.
# Initialise global variables for display on the screen
partnumber = ''
def getnextpart():
global partnumber
print(str('Get Next Part should run here !!'))
dbcurs=cnx.cursor()
cnx.commit()
query = 'spGetNextItem'
args=[partnumber]
result_args = dbcurs.callproc(query ,args)
for result in dbcurs.stored_results():
itemresult = result.fetchone()
itemcode = str(itemresult[0])
partnumber = itemcode
print(partnumber)
def getprevpart():
global partnumber
dbcurs=cnx.cursor()
cnx.commit()
query = 'spGetPrevItem'
args=[partnumber]
result_args = dbcurs.callproc(query ,args)
for result in dbcurs.stored_results():
itemresult = result.fetchone()
itemcode = str(itemresult[0])
partnumber = itemcode
print(partnumber)
class SpinnerButton:
def __init__(self,x,y,w,h,type,cause):
self.rect = pg.Rect(x,y,w,h)
self.color = light_blue
if type == 'UP':
self.text = '+'
self.x_adj = 7
self.y_adj = 2
elif type == 'DOWN':
self.text = '-'
self.x_adj = 11
self.y_adj = 5
else:
self.txt = '>'
self.sptorun = cause
self.dir = type
self.txt_surface = myfont30.render(self.text, True, black)
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
print(str(self.sptorun))
print(str(self.dir))
# Toggle the active variable.
if self.sptorun =='items' and self.dir == 'UP':
getnextpart()
elif self.sptorun == 'items' and self.dir =='DOWN':
getprevpart()
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def draw(self, screen):
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 0)
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+self.x_adj, self.rect.y - self.y_adj))
class InputBox:
def __init__(self, x, y, w, h, text, lbltxt):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.lbltext = lbltxt
self.txt_surface = myfont25.render(text, True, blue)
self.lbltxt_surface = myfont25.render(lbltxt, True, red)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
# Toggle the active variable.
self.active = not self.active
else:
self.active = False
# Change the current color of the input box.
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
# Resize the box if the text is too long.
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+2))
screen.blit(self.lbltxt_surface, (self.rect.x - self.lbltxt_surface.get_width()- 10, self.rect.y))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
global partnumber
clock = pg.time.Clock()
input_partnumber = InputBox(200, 10, 140, 32, str(partnumber), 'Item: ')
input_boxes = [input_partnumber]
spin_itemup = SpinnerButton(400,10,32,33,'UP','item')
spin_itemdown = SpinnerButton(433,10,32,33,'DOWN','item')
spin_buttons = [spin_itemup, spin_itemdown]
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for btn in spin_buttons:
btn.handle_event(event)
for box in input_boxes:
box.update()
# screen.fill((30, 30, 30))
screen.fill(bg)
for box in input_boxes:
box.draw(screen)
for btn in spin_buttons:
btn.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()

How to make a pygame text input gather events only if it was last clicked on? [duplicate]

I want to get some text input from the user in Python and display what they are typing in a text box, and when they press enter, it gets stored in a string.
I've looked everywhere, but I just can't find anything. I'm using Pygame.
You can define a rect as the area of the input box. If a pygame.MOUSEBUTTONDOWN event occurs, use the colliderect method of the input_box rect to check if it collides with the event.pos and then activate it by setting a active variable to True.
If the box is active you can type something and Pygame will generate pygame.KEYDOWN events which have a unicode attribute that you can simply add to a string, e.g. text += event.unicode. If the user presses enter, you can do something with the text string (in the example I just print it) and reset it to ''.
import pygame as pg
def main():
screen = pg.display.set_mode((640, 480))
font = pg.font.Font(None, 32)
clock = pg.time.Clock()
input_box = pg.Rect(100, 100, 140, 32)
color_inactive = pg.Color('lightskyblue3')
color_active = pg.Color('dodgerblue2')
color = color_inactive
active = False
text = ''
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if input_box.collidepoint(event.pos):
# Toggle the active variable.
active = not active
else:
active = False
# Change the current color of the input box.
color = color_active if active else color_inactive
if event.type == pg.KEYDOWN:
if active:
if event.key == pg.K_RETURN:
print(text)
text = ''
elif event.key == pg.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill((30, 30, 30))
# Render the current text.
txt_surface = font.render(text, True, color)
# Resize the box if the text is too long.
width = max(200, txt_surface.get_width()+10)
input_box.w = width
# Blit the text.
screen.blit(txt_surface, (input_box.x+5, input_box.y+5))
# Blit the input_box rect.
pg.draw.rect(screen, color, input_box, 2)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Here's an object-oriented variant that allows you to easily create multiple input boxes:
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
COLOR_INACTIVE = pg.Color('lightskyblue3')
COLOR_ACTIVE = pg.Color('dodgerblue2')
FONT = pg.font.Font(None, 32)
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pg.Rect(x, y, w, h)
self.color = COLOR_INACTIVE
self.text = text
self.txt_surface = FONT.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pg.MOUSEBUTTONDOWN:
# If the user clicked on the input_box rect.
if self.rect.collidepoint(event.pos):
# Toggle the active variable.
self.active = not self.active
else:
self.active = False
# Change the current color of the input box.
self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
if event.type == pg.KEYDOWN:
if self.active:
if event.key == pg.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pg.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = FONT.render(self.text, True, self.color)
def update(self):
# Resize the box if the text is too long.
width = max(200, self.txt_surface.get_width()+10)
self.rect.w = width
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
# Blit the rect.
pg.draw.rect(screen, self.color, self.rect, 2)
def main():
clock = pg.time.Clock()
input_box1 = InputBox(100, 100, 140, 32)
input_box2 = InputBox(100, 300, 140, 32)
input_boxes = [input_box1, input_box2]
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
screen.fill((30, 30, 30))
for box in input_boxes:
box.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
There are also third party modules available like pygame_textinput.
Use the KEYDOWN event to get the input from the keyboard (see pygame.event). The key that was pressed can be obtained from the key attribute of the pygame.event.Event object. unicode contains a single character string that is the fully translated character. Add the character to the text when a key is pressed.
Two special keys need to be dealt with. If RETURN is pressed, the input is finished. If BACKSPACE is pressed, the last character of the input text must be removed:
repl.it/#Rabbid76/PyGame-TextInput
import pygame
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text = ""
input_active = True
run = True
while run:
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
elif event.type == pygame.MOUSEBUTTONDOWN:
input_active = True
text = ""
elif event.type == pygame.KEYDOWN and input_active:
if event.key == pygame.K_RETURN:
input_active = False
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
window.fill(0)
text_surf = font.render(text, True, (255, 0, 0))
window.blit(text_surf, text_surf.get_rect(center = window.get_rect().center))
pygame.display.flip()
pygame.quit()
exit()
Use the algorithm in a pygame.sprite.Sprite class. Handle the event in the update method.Determine whether the mouse clicks in the text entry field with collidepoint (see How to detect when a rectangular object, image or sprite is clicked) and activate the text input box:
class TextInputBox(pygame.sprite.Sprite):
# [...]
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
Pass the list of events to the update method of the Group that contains the Sprite:
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
Minimal example: repl.it/#Rabbid76/PyGame-SpriteTextInput
import pygame
class TextInputBox(pygame.sprite.Sprite):
def __init__(self, x, y, w, font):
super().__init__()
self.color = (255, 255, 255)
self.backcolor = None
self.pos = (x, y)
self.width = w
self.font = font
self.active = False
self.text = ""
self.render_text()
def render_text(self):
t_surf = self.font.render(self.text, True, self.color, self.backcolor)
self.image = pygame.Surface((max(self.width, t_surf.get_width()+10), t_surf.get_height()+10), pygame.SRCALPHA)
if self.backcolor:
self.image.fill(self.backcolor)
self.image.blit(t_surf, (5, 5))
pygame.draw.rect(self.image, self.color, self.image.get_rect().inflate(-2, -2), 2)
self.rect = self.image.get_rect(topleft = self.pos)
def update(self, event_list):
for event in event_list:
if event.type == pygame.MOUSEBUTTONDOWN and not self.active:
self.active = self.rect.collidepoint(event.pos)
if event.type == pygame.KEYDOWN and self.active:
if event.key == pygame.K_RETURN:
self.active = False
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
self.render_text()
pygame.init()
window = pygame.display.set_mode((500, 200))
clock = pygame.time.Clock()
font = pygame.font.SysFont(None, 100)
text_input_box = TextInputBox(50, 50, 400, font)
group = pygame.sprite.Group(text_input_box)
run = True
while run:
clock.tick(60)
event_list = pygame.event.get()
for event in event_list:
if event.type == pygame.QUIT:
run = False
group.update(event_list)
window.fill(0)
group.draw(window)
pygame.display.flip()
pygame.quit()
exit()
You can find a great module for Pygame text input here.
I have been using it for a while and I really like it. A tutorial how to use it is included in the description.
However, I have added the possibility to draw a (coloured) rectangle around the text, by adding a rect and a rect_color parameter to the *_init_() function and adding
if self.rect != None:
pygame.draw.rect(screen, self.rect_color, self.rect) #screen is my pygame display surface
to the update(self, events) function.
The pygame_gui module allows you to create a text_input box from the user by creating a UITextEntryLine instance. You'll need to set up an instance as in the quick start guide.
Create the text_input:
from pygame.rect import Rect
from pygame_gui.elements.ui_text_entry_line import UITextEntryLine
text_input = UITextEntryLine(relative_rect=Rect(0, 0, 100, 100), manager=manager)
Get the text if enter is clicked:
for event in pygame.event.get():
if event.type == pygame.USEREVENT:
if event.user_type == pygame_gui.UI_TEXT_ENTRY_FINISHED:
if event.ui_element == text_input:
entered_text = event.text
I have written a class that can handle text input
minimal example:
import pygame as pg
from pgtextbox import pgtextbox
pg.init()
screen=pg.display.set_mode((1000,500))
textbox=pgtextbox(200,20)
textbox.insertAtCurser('Hallo')
while True:
e = pg.event.wait(30000)
if e.type == pg.QUIT:
raise StopIteration
textbox.addPgEvent(e)#uses keydown events
print(textbox.text)
screen.fill((0,0,0))
screen.blit(textbox.render(),(10,0))
pg.display.flip()
pg.display.quit()
pgtextbox class:
import pygame as pg
class pgtextbox:#By K1521
def __init__(self,width=100,height=10,fontname=None):
self.surface=pg.Surface((width,height))
self.text=""
self.width=width
self.height=height
self.font=pg.font.Font(fontname,pgtextbox.getMaxFontSize(fontname,lineheight=height))
self.curserindex=0
self.cursersurface=pg.Surface((self.font.size("|")[0]//2,self.font.size("|")[1]))
self.cursersurface.fill((255,255,255))
#self.cursersurface=self.font.render("|",False,(255,255,255),(0,0,0))
self.offsety=int((height-self.font.get_linesize())/2)
self.offsetx=0
def curserpos(self):
return self.font.size(self.text[:self.curserindex])[0]
def addPgEvent(self,event):
if event.type==pg.KEYDOWN:
if event.key==pg.K_BACKSPACE:
self.deleteAtCurser()
elif event.key==pg.K_RIGHT:
self.offsetCurser(1)
elif event.key==pg.K_LEFT:
self.offsetCurser(-1)
else:
self.insertAtCurser(event.unicode)
def render(self):
self.surface.fill((0,0,0))
width=self.width-self.cursersurface.get_width()
text=self.font.render(self.text,False,(255,255,255),(0,0,0))
if self.curserindex>=0:
curserpos=self.curserpos()+self.offsetx
curserposnew=max(0,min(curserpos,width))
self.offsetx+=curserposnew-curserpos
curserpos=curserposnew
#if curserpos<0:
#self.offsetx-=curserpos
#curserpos=0
#if curserpos>width:
#curserpos=curserpos-width
#self.offsetx-=curserpos
else:
#self.offsetx=min(width-text.get_width(),0)
self.offsetx=0
self.surface.blit(text,(self.offsetx,self.offsety))
if self.curserindex>=0:
self.surface.blit(self.cursersurface,(curserpos,self.offsety))
#print((curserpos,self.offsety))
return self.surface
def insertAtCurser(self,t):
if self.curserindex<0:
self.curserindex=len(self.text)
self.text=self.text[:self.curserindex]+t+self.text[self.curserindex:]
self.curserindex+=len(t)
def deleteAtCurser(self,length=1):
if self.curserindex<0:
self.curserindex=len(self.text)
newcurserindex=max(0,self.curserindex-length)
self.text=self.text[:newcurserindex]+self.text[self.curserindex:]
self.curserindex=newcurserindex
def offsetCurser(self,i):
self.curserindex=max(min(self.curserindex+i,len(self.text)),0)
#staticmethod
def longestline(self,fontname,lines):
size=pg.font.Font(fontname,1000)
return max(lines,key=lambda t:size(t)[0])
#staticmethod
def getMaxFontSize(fontname,width=None,lineheight=None,line=None):
def font(size):
return pg.font.Font(fontname,size)
fontsize=float("inf")# inf
if width:
aproxsize=width*1000//font(1000).size(line)[0]
while font(aproxsize).size(line)[0]<width:
aproxsize+=1
while font(aproxsize).size(line)[0]>width:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
if lineheight:
aproxsize=lineheight*4//3
while font(aproxsize).get_linesize()<lineheight:
aproxsize+=1
while font(aproxsize).get_linesize()>lineheight:
aproxsize-=1
fontsize=min(aproxsize,fontsize)
return fontsize
#staticmethod
def rendermultilinetext(text,width=None,height=10,fontname=None,antialias=False,color=(255,255,255),background=None):
if(len(text)-text.count("\n")==0):
return pg.Surface((0,0))
def font(size):
return pg.font.Font(fontname,size)
text=text.split("\n")
fontsize=1000000000# inf
longestline=None
if height:
longestline=pgtextbox.longestline(fontname,lines)
fontsize=pgtextbox.getMaxFontSize(fontname,width,lineheight,longestline)
font=font(fontsize)
width=font.size(longestline)[0]
lineheight=font.get_linesize()
heigth=len(text)*lineheight
textsurface=pg.Surface((width,heigth))
if background:
textsurface.fill(background)
for i,line in enumerate(text):
textsurface.blit(font.render(line,antialias,color,background),(0,i*lineheight))
return textsurface

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