Insert score in a button game function - python

I have this code for a button that is pressable:
def button(msg,xloc,yloc,xlong,ylong,b1,b2,action=None):
hover = pygame.mouse.get_pos()
click = pygame.mouse.get_pressed()
if xloc < hover [0] < xloc+xlong and yloc< hover [1] < yloc+ylong:
pygame.draw.rect(display, b1, (xloc ,yloc ,xlong,ylong))
if click [0]==1 and action != None:
action()
else:
pygame.draw.rect(gameDisplay, inactiveButton, (xloc ,yloc ,xlong,ylong))
label = pygame.font.SysFont("arial",16)
textSurf, textBox = textMsg(msg, label)
textBox.center = ((xloc +(300)),((yloc +(150))
gameDisplay.blit(textSurf,textBox)
and the code for the scoring is:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
if event.type == pygame.MOUSEBUTTONDOWN:
score+=1
print (score)
I would like have a score that – upon pressing the correct button in the choices in order to answer in a quiz game – will be displayed and incremented by 1. How can I do that?

Here's the simplest way to implement a button that I know. Create a rect for the button and draw it with pygame.draw.rect (or blit an image). For the collision detection, check if the event.pos of a pygame.MOUSEBUTTONDOWN event collides with the rect and then just increment the score variable.
import pygame as pg
pg.init()
screen = pg.display.set_mode((640, 480))
GRAY = pg.Color('gray15')
BLUE = pg.Color('dodgerblue1')
def main():
clock = pg.time.Clock()
font = pg.font.Font(None, 30)
button_rect = pg.Rect(200, 200, 50, 30)
score = 0
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
if event.type == pg.MOUSEBUTTONDOWN:
if event.button == 1:
if button_rect.collidepoint(event.pos):
print('Button pressed.')
score += 1
screen.fill(GRAY)
pg.draw.rect(screen, BLUE, button_rect)
txt = font.render(str(score), True, BLUE)
screen.blit(txt, (260, 206))
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
main()
pg.quit()
Addendum: Actually, I would implement a button with the help of classes, sprites and sprite groups. If you don't know how classes and sprites work, I'd recommend to check out Program Arcade Games (chapter 12 and 13).
import pygame as pg
pg.init()
GRAY= pg.Color('gray12')
BLUE = pg.Color('dodgerblue1')
FONT = pg.font.Font(None, 30)
# The Button is a pygame sprite, that means we can add the
# instances to a sprite group and then update and render them
# by calling `sprite_group.update()` and `sprite_group.draw(screen)`.
class Button(pg.sprite.Sprite):
def __init__(self, pos, callback):
pg.sprite.Sprite.__init__(self)
self.image = pg.Surface((50, 30))
self.image.fill(BLUE)
self.rect = self.image.get_rect(topleft=pos)
self.callback = callback
def handle_event(self, event):
"""Handle events that get passed from the event loop."""
if event.type == pg.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
print('Button pressed.')
# Call the function that we passed during the
# instantiation. (In this case just `increase_x`.)
self.callback()
class Game:
def __init__(self):
self.screen = pg.display.set_mode((800, 600))
self.clock = pg.time.Clock()
self.x = 0
self.button = Button((200, 200), callback=self.increase_x)
self.buttons = pg.sprite.Group(self.button)
self.done = False
# A callback function that we pass to the button instance.
# It gets called if a collision in the handle_event method
# is detected.
def increase_x(self):
"""Increase self.x if button is pressed."""
self.x += 1
def run(self):
while not self.done:
self.handle_events()
self.run_logic()
self.draw()
self.clock.tick(30)
def handle_events(self):
for event in pg.event.get():
if event.type == pg.QUIT:
self.done = True
for button in self.buttons:
button.handle_event(event)
def run_logic(self):
self.buttons.update()
def draw(self):
self.screen.fill(GRAY)
self.buttons.draw(self.screen)
txt = FONT.render(str(self.x), True, BLUE)
self.screen.blit(txt, (260, 206))
pg.display.flip()
if __name__ == "__main__":
Game().run()
pg.quit()

Related

How do I make a correct text input box Pygame ? (exit the cycle correctly) [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

Is there a way to have box with text in it along with a text input box? [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 get the barcode scanner output in the pygame rect box [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

Screen resizing pygame

I am trying to resize my game from a menu but I am stuck. I am trying to scale the size of the screen the menu has to be when I click on new game. Does anyone have an idea on how to fix this since I cant find anything else.
import pygame
import runpy
import webbrowser, os
from Game import *
pygame.init()
class Option:
hovered = False
def __init__(self, text, pos):
self.text = text
self.pos = pos
self.set_rect()
self.draw()
def draw(self):
self.set_rend()
screen.blit(self.rend, self.rect,)
def set_rend(self):
self.rend = menu_font.render(self.text, True, self.get_color())
def get_color(self):
if self.hovered:
return (255,255,255)
else:
return (100,100,100)
def set_rect(self):
self.set_rend()
self.rect = self.rend.get_rect()
self.rect.topleft = self.pos
def onSelect(self):
if self.text == "Quit":
pygame.quit()
quit()
if self.text == "Instructions":
webbrowser.open_new("file://" + os.path.realpath("Manual.pdf"))
**if self.text == "New game":
Main()**
class Background(pygame.sprite.Sprite):
def __init__(self, image_file,):
pygame.sprite.Sprite.__init__(self)
self.image = pygame.image.load(image_file)
self.rect = self.image.get_rect()
pygame.init()
pygame.mixer.music.load('Really Slow Motion - Fjord Keeper (Epic Intense Uplifting).mp3')
pygame.mixer.music.play(-1)
BackGround = Background('bg.png')
screen = pygame.display.set_mode((480, 320))
menu_font = pygame.font.Font(None, 40)
options = [Option("New game", (2, 195)), Option("Instructions", (2, 245)),
Option("Quit", (2, 295))]
while True:
pygame.event.pump()
screen.fill((0, 0, 0))
screen.blit(BackGround.image, BackGround.rect)
ev = pygame.event.get()
for event in ev:
if event.type == pygame.QUIT:
pygame.quit()
for option in options:
if option.rect.collidepoint(pygame.mouse.get_pos()):
option.hovered = True
else:
option.hovered = False
if option.hovered:
for event in ev:
if event.type == pygame.MOUSEBUTTONDOWN:
option.onSelect()
option.draw()
pygame.display.update()
This is my menu so far, but I'm trying to scale it so it will be 1300x1000.
I'm on mobile and I don't know how to do the code thing so I'll just type it out, k? K....
screen = pygame.display.set_mode((1300, 1300))
Put this where you want it to change. So lets say you put it as the f key. Then when you press f it should change the screen res to the set_mode.
just reset the display:
screen=pg.display.set_mode((1300,1000))
If you put this wherever you want the screen size to change, it'll work :)

Pygame Sudoku: Make empty cells editable [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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