from typing import Iterable import pygame import sys from pygame.sprite import AbstractGroup pygame.init() display = pygame.display.set_mode((400,300)) class TextInput(pygame.sprite.Sprite): def __init__(self, x, y, width=100, height=50, color=(0, 0, 0), bgcolor=(0,255,0), selectedColor= (0,0,255)): super().__init__() self.text_value = "" self.isSelected = False self.color = color self.bgcolor= bgcolor self.selectedColor = selectedColor self.font = pygame.font.SysFont("Verdana", 20) self.text = self.font.render(self.text_value, True, self.color) self.bg = pygame.Rect(x, y, width, height) def clicked(self, mousePos): if self.bg.collidepoint(mousePos): self.isSelected = not(self.isSelected) return True return False def update(self, MousePos): pass def update_text(self, new_text): temp = self.font.rener(new_text, True, self.color) if temp.get_rect().width >= (self.bg.width - 20): return self.text_value = new_text self.text = temp def render(self, display): self.pos = self.text.get_rect(center = (self.bg.x + self.bg.width/2, self.bg.y + self.bg.height/2)) if self.isSelected: pygame.draw.rect(display, self.selectedColor, self.bg) else: pygame.draw.rect(display, self.bgcolor, self.bg) display.blit(self.text, self.pos) class CustomGroup(pygame.sprite.Group): def __init__(self): super().__init__() self.current = None TextInputGroup = CustomGroup() TextInputGroup.add(TextInput(x=100, y=100, width=200)) TextInputGroup.add(TextInput(x=100, y=100, width=200)) ibeam = pygame.cursors.Cursor(pygame.SYSTEM_CURSOR_IBEAM) while True: mouse_pos = pygame.mouse.get_pos() for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: for textinput in TextInputGroup: if textinput.clicked(mouse_pos): if TextInputGroup.current: TextInputGroup.current.isSelected = False TextInputGroup.current = textinput break if event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: TextInputGroup.current.update_text(TextInputGroup.current.text_value + event.text) if event.key == pygame.K_RETURN: if TextInputGroup.current: print(TextInputGroup.current.text_value) if event.type == pygame.TEXTINPUT: TextInputGroup.current.update_text(TextInputGroup.current.text_value + event.text) for textinput in TextInputGroup: textinput.update(mouse_pos) textinput.render(display) if TextInputGroup.current and TextInputGroup.current.bg.collidepoint(mouse_pos): pygame.mouse.set_cursor(ibeam) else: pygame.mouse.set_cursor(pygame.cursors.Cursor()) pygame.display.update()