-
Notifications
You must be signed in to change notification settings - Fork 3
Expand file tree
/
Copy pathtextfield.py
More file actions
267 lines (232 loc) · 10.7 KB
/
textfield.py
File metadata and controls
267 lines (232 loc) · 10.7 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
# -*- coding: cp1252 -*-
import pygame
import sys
from pygame.locals import *
class textField :
def __init__(self,canvas,(x,y),(hossz,magassag),s,betumeret):
self.disp = canvas
self.posX = x
self.posY = y
self.fontY = y
self.w = hossz
self.h = magassag
self.fontH = betumeret
self.answer = s
self.num = 0
self.selected = False
#initializing font
pygame.font.init()
#setting up font type
font = pygame.font.SysFont("monospace",15)
#fake rendering bold text
font.set_bold(1)
text = font.render(s,1,(0,0,0))
return
#gets: self
#returns: nothing
def blit(self):
tmp = self.answer
if self.isSelected():
tmp += '_'
font = pygame.font.SysFont("monospace",self.fontH)
text = font.render(tmp,1,(0,0,0))
rect = text.get_rect()
#print rect
r1 = pygame.Rect(self.posX,self.posY,self.w,self.h)
r2 = pygame.Rect(self.posX-2,self.posY-2,self.w+4,self.h+4)
#printing the rects
pygame.draw.rect(self.disp, (0,0,0),r2)
pygame.draw.rect(self.disp, (255,255,255),r1)
self.disp.blit(text,(self.posX,self.fontY+2))
#update screen
#pygame.display.update()
return
#reprinting the textfield when the user writes or deletes something
def reprint(self,string):
tmp = string
if self.isSelected():
tmp += '_'
font = pygame.font.SysFont("monospace",self.fontH)
text = font.render(tmp,1,(0,0,0))
rect = text.get_rect()
#print rect
if rect.width >= self.w - 8 and self.fontH > 11:
self.fontH -= 1
self.fontY += 1
self.reprint(string)
r1 = pygame.Rect(self.posX,self.posY,self.w,self.h)
r2 = pygame.Rect(self.posX-2,self.posY-2,self.w+4,self.h+4)
pygame.draw.rect(self.disp, (0,0,0),r2)
pygame.draw.rect(self.disp, (255,255,255),r1)
self.disp.blit(text,(self.posX,self.fontY+2))
pygame.display.update()
return
def numHandle(self,event):
tmp = self.answer
if self.isSelected():
tmp += '_'
font = pygame.font.SysFont("monospace",self.fontH)
text = font.render(tmp,1,(0,0,0))
rect = text.get_rect()
#print rect
if event == K_BACKSPACE:
self.answer = self.answer[:-1]
print self.answer
self.blit()
elif rect.width <= self.w-5:
if event == pygame.K_0 :
print "pressed: 0"
self.answer += '0'
elif event == pygame.K_9 :
print "pressed: 9"
self.answer += '9'
elif event == pygame.K_8 :
print "pressed: 8"
self.answer += '8'
elif event == pygame.K_7 :
print "pressed: 7"
self.answer += '7'
elif event == pygame.K_6 :
print "pressed: 6"
self.answer += '6'
elif event == pygame.K_5 :
print "pressed: 5"
self.answer += '5'
elif event == pygame.K_4 :
print "pressed: 4"
self.answer += '4'
elif event == pygame.K_3 :
print "pressed: 3"
self.answer += '3'
elif event == pygame.K_2 :
print "pressed: 2"
self.answer += '2'
elif event == pygame.K_1 :
print "pressed: 1"
self.answer += '1'
self.reprint(self.answer)
return
#This class is handling the user's input in the textfield
#gets: key
#returns: nothing
def handle(self,event):
tmp = self.answer
if self.isSelected():
tmp += '_'
font = pygame.font.SysFont("monospace",self.fontH)
text = font.render(tmp,1,(0,0,0))
rect = text.get_rect()
#print rect
if event == K_BACKSPACE:
self.answer = self.answer[:-1]
print self.answer
self.blit()
elif rect.width <= self.w-5:
#if user presses a key
#if backspace, delete the last char from string
if event == K_RETURN:
self.reprint(self.answer)
return self.answer
#add the new characters to the string
elif event == pygame.K_QUOTE and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + \'"
self.answer += '@'
elif event == pygame.K_SEMICOLON and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + ;"
self.answer += ':'
elif event == pygame.K_HASH and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + #"
self.answer += '~'
elif event == pygame.K_LEFTBRACKET and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + ["
self.answer += '{'
elif event == pygame.K_RIGHTBRACKET and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + ]"
self.answer += '}'
elif event == pygame.K_EQUALS and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + ="
self.answer += '+'
elif event == pygame.K_MINUS and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + -"
self.answer += '_'
elif event == pygame.K_0 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 0"
self.answer += ')'
elif event == pygame.K_9 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 9"
self.answer += '('
elif event == pygame.K_8 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 8"
self.answer += '*'
elif event == pygame.K_7 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 7"
self.answer += '&'
elif event == pygame.K_6 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 6"
self.answer += '^'
elif event == pygame.K_5 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 5"
self.answer += '%'
elif event == pygame.K_4 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 4"
self.answer += '$'
elif event == pygame.K_3 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 3"
self.answer += '£'
elif event == pygame.K_2 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 2"
self.answer += '\"'
elif event == pygame.K_1 and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + 1"
self.answer += '!'
elif event == pygame.K_BACKQUOTE and pygame.key.get_mods() & pygame.KMOD_SHIFT:
print "pressed: SHIFT + `"
self.answer += '¬'
elif pygame.key.get_mods() & pygame.KMOD_SHIFT :
if event >= 97 and event <= 122:
print "pressed: SHIFT +",chr(event)
self.answer += (chr(event-32))
elif event <= 127 and event >= 32:
self.answer += (chr(event))
#reprinting everything with the new string
self.reprint(self.answer)
return
#This function detects if the button is over the textfield
#gets: self, mouse position
#returns: True if mouse is over, False if not
def collide(self, pos) :
if (pos[0] >= self.posX and pos[0] <=self.posX + self.w and
pos[1] >= self.posY and pos[1] <= self.posY + self.h) :
return 1
else :
return 0
return
#This function detects if the textfield was clicked
#gets: self
#returns True if clicked, False if not
def clicked(self):
pos = pygame.mouse.get_pos()
if self.collide(pos):
return 1
else:
return 0
return
#Tells if the textfield is selected
#gets: self
#returns: True if selected, False if not
def isSelected(self):
if self.selected == False:
return 0
else:
return 1
return
#sets self.selected to True
def select(self):
self.selected = True
self.reprint(self.answer)
return
#sets self.selected to False
def off(self):
self.selected = False
self.reprint(self.answer)
return