[PyGame] Returning information from textbox? - Printable Version +- Python Forum (https://python-forum.io) +-- Forum: Python Coding (https://python-forum.io/forum-7.html) +--- Forum: Game Development (https://python-forum.io/forum-11.html) +--- Thread: [PyGame] Returning information from textbox? (/thread-13847.html) |
Returning information from textbox? - mzmingle - Nov-03-2018 Hey! I'm doing my A-Level computing project and have come across a problem. My program has a login system in which there is a database with usernames/passwords and entering your username/password into a textbox will then check to see if that is in the database and let you log in if it is. My issue is that I can't find a way to return information from the textbox function to be able to use it in my database search. Can anyone help, please? Here is my textbox code. def textbox(): # creating the textbox inputBox = pygame.Rect(50, 185, 500, 80) inactiveColour = BLUE activeColour = LIGHTBLUE colour = inactiveColour active = False done = False text = ' ' while not done: for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN: # change textbox colour when clicked if inputBox.collidepoint(event.pos): active = not active # changes from whatever the state currently is else: active = False if active: colour = activeColour else: colour = inactiveColour if event.type == pygame.KEYDOWN: if active: if event.key == pygame.K_RETURN: # information will be returned when enter key is pressed print(text) text = ' ' done = True elif event.key == pygame.K_BACKSPACE: # a letter will be removed if backspace is pressed text = text[:-1] else: text = text + event.unicode # otherwise, text will be added to the textbox text_surface = buttonText.render(text, True, colour) width = max(500, text_surface.get_width() + 10) # width of textbox increases if there is not enough space inputBox.w = width screen.blit(text_surface, (inputBox.x+5, inputBox.y+5)) # blit textbox onto screen pygame.draw.rect(screen, colour, inputBox, 2) pygame.display.flip() # update game display return textHere is the code where I am attempting to retrieve the information put into the textbox. def loginScreen(): screen.fill(WHITE) usernameSurface = lettersTitle.render('Please enter your username:', False, BLACK) screen.blit(usernameSurface, (50, 50)) username = textbox() print("username is " + username)The username prints in the textbox function, but when the last print statement in the loginScreen function is reached, it simply prints "username is " with nothing afterwards. RE: Returning information from textbox? - Windspar - Nov-03-2018 Textbox should be redone to work with mainloop. Line 27 always assign text a space. So it will always return a space. RE: Returning information from textbox? - metulburr - Nov-03-2018 the problem is you are expecting your function to return the value, but you also have the main loop in the function that is expected to return it. Its not going to work in any sensible method and i would suggest to redo it. Here is an example of a textbox class. import pygame as pg import string class TextBox(object): def __init__(self,rect,**kwargs): ''' Optional kwargs and their defaults: "id" : None, "command" : None, function to execute upon enter key Callback for command takes 2 args, id and final (the string in the textbox) "active" : True, textbox active on opening of window "color" : pg.Color("white"), background color "font_color" : pg.Color("black"), "outline_color" : pg.Color("black"), "outline_width" : 2, "active_color" : pg.Color("blue"), "font" : pg.font.Font(None, self.rect.height+4), "clear_on_enter" : False, remove text upon enter "inactive_on_enter" : True "blink_speed": 500 prompt blink time in milliseconds "delete_speed": 500 backspace held clear speed in milliseconds Values: self.rect = pg.Rect(rect) self.buffer = [] self.final = None self.rendered = None self.render_rect = None self.render_area = None self.blink = True self.blink_timer = 0.0 self.delete_timer = 0.0 self.accepted = string.ascii_letters+string.digits+string.punctuation+" " ''' self.rect = pg.Rect(rect) self.buffer = [] self.final = None self.rendered = None self.render_rect = None self.render_area = None self.blink = True self.blink_timer = 0.0 self.delete_timer = 0.0 self.accepted = string.ascii_letters+string.digits+string.punctuation+" " self.process_kwargs(kwargs) def process_kwargs(self,kwargs): defaults = {"id" : None, "command" : None, "active" : True, "color" : pg.Color("white"), "font_color" : pg.Color("black"), "outline_color" : pg.Color("black"), "outline_width" : 2, "active_color" : pg.Color("blue"), "font" : pg.font.Font(None, self.rect.height+4), "clear_on_enter" : False, "inactive_on_enter" : True, "blink_speed": 500, "delete_speed": 75} for kwarg in kwargs: if kwarg in defaults: defaults[kwarg] = kwargs[kwarg] else: raise KeyError("TextBox accepts no keyword {}.".format(kwarg)) self.__dict__.update(defaults) def get_event(self,event, mouse_pos=None): ''' Call this on your event loop for event in pg.event.get(): TextBox.get_event(event) ''' if event.type == pg.KEYDOWN and self.active: if event.key in (pg.K_RETURN,pg.K_KP_ENTER): self.execute() elif event.key == pg.K_BACKSPACE: if self.buffer: self.buffer.pop() elif event.unicode in self.accepted: self.buffer.append(event.unicode) elif event.type == pg.MOUSEBUTTONDOWN and event.button == 1: if not mouse_pos: mouse_pos = pg.mouse.get_pos() self.active = self.rect.collidepoint(mouse_pos) def execute(self): if self.command: self.command(self.id,self.final) self.active = not self.inactive_on_enter if self.clear_on_enter: self.buffer = [] def switch_blink(self): if pg.time.get_ticks()-self.blink_timer > self.blink_speed: self.blink = not self.blink self.blink_timer = pg.time.get_ticks() def update(self): ''' Call once on your main game loop ''' new = "".join(self.buffer) if new != self.final: self.final = new self.rendered = self.font.render(self.final, True, self.font_color) self.render_rect = self.rendered.get_rect(x=self.rect.x+2, centery=self.rect.centery) if self.render_rect.width > self.rect.width-6: offset = self.render_rect.width-(self.rect.width-6) self.render_area = pg.Rect(offset,0,self.rect.width-6, self.render_rect.height) else: self.render_area = self.rendered.get_rect(topleft=(0,0)) self.switch_blink() self.handle_held_backspace() def handle_held_backspace(self): if pg.time.get_ticks()-self.delete_timer > self.delete_speed: self.delete_timer = pg.time.get_ticks() keys = pg.key.get_pressed() if keys[pg.K_BACKSPACE]: if self.buffer: self.buffer.pop() def draw(self,surface): ''' Call once on your main game loop ''' outline_color = self.active_color if self.active else self.outline_color outline = self.rect.inflate(self.outline_width*2,self.outline_width*2) surface.fill(outline_color,outline) surface.fill(self.color,self.rect) if self.rendered: surface.blit(self.rendered,self.render_rect,self.render_area) if self.blink and self.active: curse = self.render_area.copy() curse.topleft = self.render_rect.topleft surface.fill(self.font_color,(curse.right+1,curse.y,2,curse.h))and here is an example of roughly what you want with that class pg.init() screen = pg.display.set_mode((600,400)) done = False def name_on_enter(id, final): print('enter pressed, username is "{}"'.format(final)) def pass_on_enter(id, final): print('enter pressed, password is "{}"'.format(final)) username_settings = { "command" : name_on_enter, "inactive_on_enter" : False, } password_settings = { "command" : pass_on_enter, "inactive_on_enter" : False, } name_entry = TextBox(rect=(70,100,150,30), **username_settings) pass_entry = TextBox(rect=(70,200,150,30), **password_settings) while not done: for event in pg.event.get(): if event.type == pg.QUIT: done = True name_entry.get_event(event) pass_entry.get_event(event) name_entry.update() pass_entry.update() name_entry.draw(screen) pass_entry.draw(screen) pg.display.update()It functions and acts like a text box. When you hit enter, it executes the function assigned via the command and passes the content of the textbox at that time to that function. So the callback function will have an ID and content as args like: Quote:def print_on_enter(id, final): print('enter pressed, textbox contains "{}"'.format(final)) If you had more than one textbox requirement RE: Returning information from textbox? - mzmingle - Nov-03-2018 What do you mean by get it to work with mainloop? (sorry this is quite a dumb question haha) Also, text is later set to whatever is entered into the textbox though? When I get it to print directly from the textbox function it works, but it doesn't work when I try to print it from the login function RE: Returning information from textbox? - metulburr - Nov-03-2018 Quote:Your main loop is in your textbox function. It will never leave that function. Thus it will never return. Unless you are using multiple game loops? Then you have even more problems than you think. If so see here on why on #8.def textbox(): # creating the textbox ... while not done: RE: Returning information from textbox? - mzmingle - Nov-03-2018 UPDATE: I feel really stupid, I thought I'd already gotten rid of the second 'text = ' '' bit lol. It now lets me print it but I feel like it shouldn't because of what you're saying (so now I'm even more confused haha) |