-
Notifications
You must be signed in to change notification settings - Fork 13
/
sdltextfield.py
executable file
·174 lines (148 loc) · 5.74 KB
/
sdltextfield.py
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
#!/usr/bin/python
"""Text editor class for PyGame.
This is for my bytebeat livecoding performance software.
"""
import pygame
import time
class KeyRepeater(object):
def __init__(self, target):
self.last_keydown = None
self.next_keyrepeat = None
self.initial_autorepeat_delay = 0.25
self.autorepeat_delay = 0.05
def handle_keyevent(self, event, target):
if event.type == pygame.KEYDOWN:
self.last_keydown = event
target.handle_key(event)
self.next_keyrepeat = time.time() + self.initial_autorepeat_delay
else:
if self.last_keydown and event.key == self.last_keydown.key:
self.last_keydown = None
self.next_keyrepeat = None
def poll(self, target):
if self.last_keydown:
now = time.time()
while now > self.next_keyrepeat:
target.handle_key(self.last_keydown)
self.next_keyrepeat += self.autorepeat_delay
class TextField(object):
def __init__(self, pos, text='', focused=True, font=None, background=0,
foreground=(255, 255, 255), selected_background=(64,64,64),
width=2**31):
self.pos = pos
self.text = text
self.font = font or pygame.font.Font(None, 48)
self.mark = self.point = len(text)
self.focused = focused
self.background = background
self.foreground = foreground
self.selected_background = selected_background
self.repeater = KeyRepeater(self)
self.width = width
def draw(self, surface):
x, y = self.pos
pygame.draw.rect(surface, self.background,
(x, y,
surface.get_width()-x, self.font.get_linesize()))
if self.selection():
a, _ = self.font.size(self.text[:self.mark])
b, height = self.font.size(self.text[:self.point])
if b < a:
b, a = a, b
pygame.draw.rect(surface, self.selected_background,
(x + a, y, b - a, height))
todisplay = self.text
nchars = len(todisplay)
cursor = self.point
while todisplay:
while True:
width, height = self.font.size(todisplay[:nchars])
if width < self.width or nchars == 0: break
nchars -= 1
surface.blit(self.font.render(todisplay[:nchars], 1, self.foreground), (x, y))
if self.focused and 0 <= cursor <= nchars:
cursor_pos, _ = self.font.size(todisplay[:cursor])
pygame.draw.rect(surface, self.foreground, (x + cursor_pos, y, 1, height))
todisplay = todisplay[nchars:]
cursor -= nchars
y += height
nchars = len(todisplay)
pygame.draw.rect(surface, self.background,
(x, y,
surface.get_width()-x, self.font.get_linesize()))
def selection(self):
return self.mark != self.point
def unselect(self):
self.mark = self.point
def goto(self, where, event):
self.point = where
if not event.mod & pygame.KMOD_SHIFT:
self.unselect()
def delete(self, a, b):
if a > b:
a, b = b, a
self.text = self.text[:a] + self.text[b:]
self.point = a
self.unselect()
def number_at_point(self):
start, end = self.point, self.point
while start > 0 and self.text[start-1].isdigit():
start -= 1
while end < len(self.text) and self.text[end].isdigit():
end += 1
return start, end
def increment_number_at_point(self, by_what):
start, end = self.number_at_point()
if start == end:
return
n = int(self.text[start:end])
n += by_what
self.delete(start, end)
self.insert(str(n))
def handle_key(self, event):
inc = 4 if event.mod & pygame.KMOD_ALT else 1
if event.key == pygame.K_BACKSPACE:
if self.selection():
self.delete(self.mark, self.point)
else:
self.delete(max(self.point - inc, 0), self.point)
elif event.key == pygame.K_LEFT:
self.goto(max(self.point - inc, 0), event)
elif event.key == pygame.K_RIGHT:
self.goto(min(self.point + inc, len(self.text)), event)
elif event.key == pygame.K_UP:
self.increment_number_at_point(1)
elif event.key == pygame.K_DOWN:
self.increment_number_at_point(-1)
elif event.key == pygame.K_HOME:
self.goto(0, event)
elif event.key == pygame.K_END:
self.goto(len(self.text), event)
elif event.unicode:
if self.selection():
self.delete(self.mark, self.point)
self.insert(event.unicode)
def insert(self, text):
self.text = self.text[:self.point] + text + self.text[self.point:]
self.point += len(text)
self.unselect()
def handle_keyevent(self, event):
self.repeater.handle_keyevent(event, self)
def poll(self):
self.repeater.poll(self)
if __name__ == '__main__':
pygame.init()
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
field = TextField((100, 200), text='3 hello, world 3', foreground=(255, 0, 0))
while True:
event = pygame.event.poll()
if event.type in [pygame.QUIT, pygame.MOUSEBUTTONDOWN]:
break
elif event.type in [pygame.KEYUP, pygame.KEYDOWN]:
field.handle_keyevent(event)
elif event.type == pygame.NOEVENT:
field.poll()
field.draw(screen)
pygame.display.flip()
else:
print event