如何使用pygame创建文本输入框?

Dep*_*eps 12 python text pygame textinput

我希望在python中从用户那里获得一些文本输入,并在文本框中显示他们输入的内容,当他们按回车键时,它将存储在一个字符串中.我到处都看,但我找不到任何东西.(我正在使用pygame)

skr*_*krx 22

您可以将rect定义为输入框的区域.如果发生pygame.MOUSEBUTTONDOWN事件,请使用rect 的colliderect方法input_box检查它是否与之发生碰撞,event.pos然后通过将active变量设置为来激活它True.

如果该框处于活动状态,您可以键入内容,pygame将生成pygame.KEYDOWN具有unicode您可以简单地添加到字符串的属性的事件,例如text += event.unicode.如果用户按下回车键,您可以对text字符串执行某些操作(在示例中我只是打印它)并将其重置为''.

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()
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这是一个面向对象的变体,允许您轻松创建多个输入框:

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()
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还有第三方模块,如pygame_textinput.


Rab*_*d76 6

使用该KEYDOWN事件从键盘获取输入(请参阅 参考资料pygame.event)。按下的键可以从对象的key属性中获取pygame.event.Eventunicode包含作为完全翻译字符的单个字符串。按下某个键时将字符添加到文本中。
需要处理两个特殊键。如果RETURN按下 ,则输入完成。如果BACKSPACE按下 ,则必须删除输入文本的最后一个字符:

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()
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pygame.sprite.Sprite类中使用该算法。在方法中处理事件。update确定鼠标是否在文本输入字段中单击collidepoint(参见如何检测何时单击矩形对象、图像或精灵)并激活文本输入框:

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()
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将事件列表传递给包含SpriteupdateGroup的方法:

event_list = pygame.event.get()
for event in event_list:
    if event.type == pygame.QUIT:
        run = False
group.update(event_list)
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最小的例子: 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()
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Jon*_*wer 5

你可以在这里找到一个很棒的 Pygame 文本输入模块。

我已经使用它一段时间了,我真的很喜欢它。说明中包含如何使用它的教程。

但是,我添加了在文本周围绘制(彩色)矩形的可能性,方法是将rectrect_color参数添加到 * _ init _()函数并添加

if self.rect != None:
    pygame.draw.rect(screen, self.rect_color, self.rect)    #screen is my pygame display surface
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更新(自我,事件)功能。


Umb*_*per 5

pygame_gui模块允许您通过创建UITextEntryLine实例来创建用户的 text_input 框。您需要按照快速入门指南设置一个实例。

创建文本输入:

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)
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单击 Enter 后获取文本:

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
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