import pygame from math import floor class TextBox: # constructor that can be used to set parameters of TextBox instance def __init__( self, position, dimensions, text="", box_color=(200, 200, 200), font=pygame.font.get_default_font(), font_color=(0, 0, 0), font_size=None, is_visible=True, fit_text=True, outline=True, irregular_outline=False, outline_additional_pixel=False, outline_hover_inclusive=True, outline_thickness=None, outline_color=(50, 50, 50) ): # extracting and setting values smaller_dimension = min(dimensions) width, height = dimensions # counting default outline thickness default_outline_thickness = max(1, floor((2 * smaller_dimension + width + height) / 200)) # setting attributes self.position = position self.dimensions = dimensions self.text = text self.box_color = get_fixed_rgb(box_color) self.font_color = get_fixed_rgb(font_color) self.font_size = _return_value_or_default(font_size, floor(smaller_dimension / 2)) self.font = pygame.font.SysFont(font, self.font_size) self.is_visible = is_visible self.fit_text = fit_text self.outline = outline self.irregular_outline = irregular_outline self.outline_additional_pixel = outline_additional_pixel self.outline_hover_inclusive = outline_hover_inclusive self.outline_thickness = _return_value_or_default(outline_thickness, default_outline_thickness) self.outline_color = get_fixed_rgb(outline_color) # rendering text to get it's width and height rendered_text = self.font.render(text, True, (0, 0, 0)) # if text is out of bounds and fit_text=True - resizing text to fit the box if self.fit_text and rendered_text.get_width() > self.dimensions[0]: self.font_size = floor(self.font_size / (rendered_text.get_width() / width + 0.1)) self.font = pygame.font.SysFont(font, self.font_size) # draws the TextBox def draw(self, window, *args, **kwargs): # if is_visible=True drawing the TextBox if self.is_visible: # extracting and setting values from attributes box_x, box_y = self.position width, height = self.dimensions # if outline=True - drawing an outline if self.outline: padding = self.outline_thickness - self.irregular_outline / 2 + self.outline_additional_pixel outline_coordinates = (box_x - padding, box_y - padding, width + 2 * padding, height + 2 * padding) pygame.draw.rect(window, self.outline_color, outline_coordinates) # drawing the box pygame.draw.rect(window, self.box_color, (box_x, box_y, width, height)) # rendering text and counting it's coordinates rendered_text = self.font.render(self.text, True, self.font_color) rendered_text_x = box_x + width/2 - rendered_text.get_width()/2 rendered_text_y = box_y + height/2 - rendered_text.get_height()/2 # drawing the box on the coordinates window.blit(rendered_text, (rendered_text_x, rendered_text_y)) # checks if a position is over the InputBox and returns True or False def is_over(self, position): mouse_x, mouse_y = position if not self.outline_hover_inclusive: button_x, button_y = self.position width, height = self.dimensions else: padding = self.outline_thickness button_x, button_y = self.position width, height = self.dimensions button_x, button_y = button_x - padding, button_y - padding width, height = width + 2 * padding, height + 2 * padding return button_x <= mouse_x <= (button_x + width) and button_y <= mouse_y <= (button_y + height) # returns text value def get_text(self): return self.text # sets chosen coordinates def set_coordinates(self, position=None, dimensions=None, outline_thickness=None): if position is not None: self.position = position if dimensions is not None: self.dimensions = dimensions if outline_thickness is not None: self.outline_thickness = outline_thickness # sets the TextBox's text def set_text(self, text): if text is not None: self.text = text # sets chosen font attributes def set_font(self, font=None, font_size=None): if font_size is not None: self.font_size = font_size # rendering text to get it's width and height rendered_text = self.font.render(self.text, True, (0, 0, 0)) # if text is out of bounds and fit_text=True - resizing text to fit the box if self.fit_text and rendered_text.get_width() > self.dimensions[0]: self.font_size = floor(self.font_size / (rendered_text.get_width() / self.dimensions[0] + 0.1)) self.font = pygame.font.SysFont(font, self.font_size) if font is not None: self.font = pygame.font.SysFont(font, self.font_size) # sets chosen color attributes def set_colors(self, box_color=None, font_color=None, outline_color=None): if box_color is not None: self.box_color = get_fixed_rgb(box_color) if font_color is not None: self.font_color = get_fixed_rgb(font_color) if outline_color is not None: self.outline_color = outline_color # sets chosen flags def set_flags( self, is_visible=None, outline=None, irregular_outline=None, outline_additional_pixel=None, outline_hover_inclusive=None ): if is_visible is not None: self.is_visible = is_visible if outline is not None: self.outline = outline if irregular_outline is not None: self.irregular_outline = irregular_outline if outline_additional_pixel is not None: self.outline_additional_pixel = outline_additional_pixel if outline_hover_inclusive is not None: self.outline_hover_inclusive = outline_hover_inclusive # returns values that are not out of range def get_fixed_rgb(x): r, g, b = x r, g, b = max(0, min(255, floor(r))), max(0, min(255, floor(g))), max(0, min(255, floor(b))) return tuple((r, g, b)) # returns value or default depending on if passed value is None or not def _return_value_or_default(value, default): return default if value is None else value