On-screen typing in Pygame - python

For a programming project in school I have to create a spelling game using pygame. However, as I am fairly new to this whole thing, I can't manage to work out how to allow the user to input letters and make them appear on the game display. This is my code so far (along with my failing attempt at solving this problem):
import pygame
import random
pygame.init()
display_width = 800
display_height = 600
black = (0,0,0)
white = (255,255,255)
red = (255,0,0)
gameDisplay = pygame.display.set_mode((display_width,display_height))
pygame.display.set_caption("Spelling Game")
myfont = pygame.font.SysFont("Arial", 50)
clock = pygame.time.Clock()
mouse = pygame.mouse.get_pos()
city = pygame.image.load("city.png")
charac_str = "" #new string to store written character
# font object to render str to surface
font_renderer = pygame.font.SysFont("Arial",30)
def background(x,y):
gameDisplay.blit(city,(-200,-100))
with open("words.txt") as f:
WORDS = f.read().split()
def random_word():
return random.choice(WORDS)
gameExit = False
word = random_word()
while not gameExit:
#event-handling loop based on user input
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
gameDisplay.fill(white)
background(0,0)
textsurface = myfont.render(word, True, red)
gameDisplay.blit(textsurface, (340, 400)) #the random word
rendered_charac = font_renderer.render(charac_str, True, red)
gameDisplay.blit(rendered_charac, (100,100))
pygame.display.update()
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if pygame.K_0 < event.key < pygame.K_9: #checks key pressed
character = chr(event.key) #conv num to char
charac_str += str(character) # add num to end of string
gameDisplay.blit(charac_str) # display the input?doesn't work

pygame.KEYDOWN events have a unicode attribute which you can simply add to a string, e.g. text += event.unicode. Then the text is rendered and displayed in the main loop.
import pygame as pg
def main():
screen = pg.display.set_mode((640, 480))
font = pg.font.Font(None, 32)
clock = pg.time.Clock()
color = pg.Color('dodgerblue2')
text = ''
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
return
elif event.type == pg.KEYDOWN:
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))
txt_surface = font.render(text, True, color)
screen.blit(txt_surface, (50, 100))
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()

This is how you 're going to solve your little problem:
def name():
pygame.init()
screen = pygame.display.set_mode((480, 360))
name = ""
font = pygame.font.Font(None, 50)
while True:
for evt in pygame.event.get():
if evt.type == KEYDOWN:
if evt.unicode.isalpha():
name += evt.unicode
elif evt.key == K_BACKSPACE:
name = name[:-1]
elif evt.key == K_RETURN:
name = ""
elif evt.type == QUIT:
return
screen.fill ((0, 0, 0))
block = font.render(name, True, (255, 255, 255))
rect = block.get_rect()
rect.center = screen.get_rect().center
screen.blit(block, rect)
pygame.display.flip()

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

Why the formated variable is not being updated on the screen and how to fix it

The key space adds +2 to the variable player.mana, when pressed i see the variable incrementing on the console, but the formated string text on the screen don't. How to show it correctly on the screen?
import pygame
import sys
pygame.init()
clock = pygame.time.Clock()
font = pygame.font.SysFont('Arial', 30)
screen = pygame.display.set_mode((640, 480))
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
class Players:
def __init__(self, mana):
self.mana = mana
player = Players(0)
text_player_mana = font.render(f'Mana: {player.mana}', True, WHITE)
running = True
while running:
screen.fill(BLACK)
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if event.type == pygame.KEYDOWN:
if keys[pygame.K_ESCAPE]:
running = False
if keys[pygame.K_SPACE]:
player.mana += 2
screen.blit(text_player_mana, (200, 200))
print(player.mana)
pygame.display.update()
pygame.quit()
sys.exit()
The variable and the rendered Surface are not tied. The Surface does not magically change when you change the variable. You need to re-render the Surface when the variable changes:
text_player_mana = font.render(f'Mana: {player.mana}', True, WHITE)
running = True
while running:
screen.fill(BLACK)
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
keys = pygame.key.get_pressed()
if event.type == pygame.KEYDOWN:
if keys[pygame.K_ESCAPE]:
running = False
if keys[pygame.K_SPACE]:
player.mana += 2
# player.mana has changed, so text_player_mana needs to be rendered
text_player_mana = font.render(f'Mana: {player.mana}', True, WHITE)
screen.blit(text_player_mana, (200, 200))
print(player.mana)
pygame.display.update()

Problem with getting user input in Pygame window into 2 separate variables

I have this code, which allows the user to input something. After pressing return the text field goes blank again and the user is able to input something else. I would like to get these two inputs into 2 different variables, but I can't figure out how to do that.
import pygame
def main():
screen = pygame.display.set_mode((640, 480))
font = pygame.font.Font(None, 32)
clock = pygame.time.Clock()
input_box1 = pygame.Rect(100, 100, 140, 32)
color_inactive = pygame.Color('lightskyblue3')
color_active = pygame.Color('dodgerblue2')
color = color_inactive
active = False
text = ''
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
if input_box1.collidepoint(event.pos):
active = not active
else:
active = False
color = color_active if active else color_inactive
if event.type == pygame.KEYDOWN:
if active:
if event.key == pygame.K_RETURN:
print(text)
text = ''
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill((30, 30, 30))
txt_surface = font.render(text, True, color)
width = max(200, txt_surface.get_width()+10)
input_box1.w = width
screen.blit(txt_surface, (input_box1.x+5, input_box1.y+5))
pygame.draw.rect(screen, color, input_box1, 2)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()
You can save all inputs by appending each input to a list.
First, create an empty list inside the main function: text_list = [].
Then, inside the if event.key == pygame.K_RETURN: block, append text to text_list and print text_list.
Like this:
if event.key == pygame.K_RETURN:
text_list.append(text)
print(text_list)
text = ''
Full Code:
import pygame
def main():
screen = pygame.display.set_mode((640, 480))
font = pygame.font.Font(None, 32)
clock = pygame.time.Clock()
input_box1 = pygame.Rect(100, 100, 140, 32)
color_inactive = pygame.Color('lightskyblue3')
color_active = pygame.Color('dodgerblue2')
color = color_inactive
active = False
text = ''
text_list = []
done = False
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
if event.type == pygame.MOUSEBUTTONDOWN:
if input_box1.collidepoint(event.pos):
active = not active
else:
active = False
color = color_active if active else color_inactive
if event.type == pygame.KEYDOWN:
if active:
if event.key == pygame.K_RETURN:
text_list.append(text)
print(text_list)
text = ''
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill((30, 30, 30))
txt_surface = font.render(text, True, color)
width = max(200, txt_surface.get_width()+10)
input_box1.w = width
screen.blit(txt_surface, (input_box1.x+5, input_box1.y+5))
pygame.draw.rect(screen, color, input_box1, 2)
pygame.display.flip()
clock.tick(30)
if __name__ == '__main__':
pygame.init()
main()
pygame.quit()

How to implement two input boxes in pygame, without having to repeat code

def InputBox():
font = pygame.font.Font(None, 32)
inputBox = pygame.Rect(50, 50, 140, 32)
colourInactive = pygame.Color('lightskyblue3')
colourActive = pygame.Color('dodgerblue2')
colour = colourInactive
text = ''
active = False
isBlue = True
while True:
for event in pg.event.get():
if event.type == pg.QUIT:
pg.quit()
sys.exit()
if event.type == pygame.MOUSEBUTTONDOWN:
if inputBox.collidepoint(event.pos):
active = not active
else:
active = False
colour = colourActive if active else colourInactive
if event.type == pygame.KEYDOWN:
if active:
if event.key == pygame.K_RETURN:
print(text)
text = ''
elif event.key == pygame.K_BACKSPACE:
text = text[:-1]
else:
text += event.unicode
screen.fill(screenGray)
txtSurface = font.render(text, True, colour)
width = max(200, txtSurface.get_width()+10)
inputBox.w = width
screen.blit(txtSurface, (inputBox.x+5, inputBox.y+5))
pygame.draw.rect(screen, colour, inputBox, 2)
if isBlue:
color = (0, 128, 255)
else:
color = (255, 100, 0)
pg.display.flip()
clock.tick(60)
InputBox()
Above is a working function to make a screen that has a text box on it. Now, how would you make two text boxes on the same screen, without just copying and pasting the same code twice?
My idea is that the text box that is clicked on, or activated, will do the stuff in the event part, so you don't have to repeat it all twice. However, I have no idea how to implement that.
Thanks in advance
You could create a class, and instantiate it as many times as you need different input boxes.
something like this:
# pseudocode #
class InputBox(pygame.Rect):
def __init__(self, position=(50, 50, 140, 32),
font=pygame.font.Font(None, 32),
color_inactive=pygame.Color('lightskyblue3'),
color_active=pygame.Color('dodgerblue2'),
text = '',
active=False)
super().__init__(position) #<- this may need to be adjusted to pygame Rect specs
self.font = font
self.color_inactive = color_inactive
self.color_active = color_active
self.color = color_inactive
self.text = text
self.active = active
You can create class with methods which draws it and which handle events. And then you can use it many times
Full working example
import pygame
class InputBox():
def __init__(self, x, y):
self.font = pygame.font.Font(None, 32)
self.inputBox = pygame.Rect(x, y, 140, 32)
self.colourInactive = pygame.Color('lightskyblue3')
self.colourActive = pygame.Color('dodgerblue2')
self.colour = self.colourInactive
self.text = ''
self.active = False
self.isBlue = True
def handle_event(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
self.active = self.inputBox.collidepoint(event.pos)
self.colour = self.colourActive if self.active else self.colourInactive
if event.type == pygame.KEYDOWN:
if self.active:
if event.key == pygame.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
def draw(self, screen):
txtSurface = self.font.render(self.text, True, self.colour)
width = max(200, txtSurface.get_width()+10)
self.inputBox.w = width
screen.blit(txtSurface, (self.inputBox.x+5, self.inputBox.y+5))
pygame.draw.rect(screen, self.colour, self.inputBox, 2)
if self.isBlue:
self.color = (0, 128, 255)
else:
self.color = (255, 100, 0)
# --- main ---
def mainloop():
# create objects
input1 = InputBox(50, 50)
input2 = InputBox(450, 50)
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# handle every event
input1.handle_event(event)
input2.handle_event(event)
screen.fill((128,128, 128))
# draw it
input1.draw(screen)
input2.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.init()
screen = pygame.display.set_mode((800,600))
mainloop()
BTW: for more inputs you could keep them on list (like in GUI frameworks)
def mainloop():
widgets = [
InputBox(50, 50),
InputBox(450, 50),
InputBox(50, 150),
InputBox(450, 150),
InputBox(50, 250),
InputBox(450, 250),
InputBox(50, 350),
InputBox(450, 350),
]
clock = pygame.time.Clock()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
for child in widgets:
child.handle_event(event)
screen.fill((128,128, 128))
for child in widgets:
child.draw(screen)
pygame.display.flip()
clock.tick(60)

python why wont this accept upper case or symbols [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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