import pygame import sys pygame.init() display = pygame.display.set_mode((400,300)) class TextInput(pygame.sprite.Sprite): def __init__(self, x, y, width=10, 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.render(new_text, True, self.color) if temp.get_rect().width >= (self.bg.width) : 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 def current(self): return self.current 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 textinput.isSelected = True TextInputGroup.current = textinput break if event.type == pygame.KEYDOWN: if event.key == pygame.K_BACKSPACE: TextInputGroup.current.update_text(TextInputGroup.current.text_value[:-1]) if event.key == pygame.K_RETURN: if TextInputGroup.current: print(TextInputGroup.current.text_value) if event.type == pygame.TEXTINPUT: TextInputGroup.current.update_text(TextInputGroup.curent.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()