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[PyGame] Returning information from textbox?
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[PyGame] Returning information from textbox?
#3
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
Recommended Tutorials:
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Messages In This Thread
Returning information from textbox? - by mzmingle - Nov-03-2018, 12:55 PM
RE: Returning information from textbox? - by metulburr - Nov-03-2018, 04:32 PM

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