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pythontextpygametextinput

How can I create a text input box with Pygame?


I want to get some text input from the user in Python and display what they are typing in a text box, and when they press enter, it gets stored in a string.

I've looked everywhere, but I just can't find anything. I'm using Pygame.


Solution

  • You can define a rect as the area of the input box. If a pygame.MOUSEBUTTONDOWN event occurs, use the colliderect method of the input_box rect to check if it collides with the event.pos and then activate it by setting a active variable to True.

    If the box is active you can type something and Pygame will generate pygame.KEYDOWN events which have a unicode attribute that you can simply add to a string, e.g. text += event.unicode. If the user presses enter, you can do something with the text string (in the example I just print it) and reset it to ''.

    import pygame as pg
    
    
    def main():
        screen = pg.display.set_mode((640, 480))
        font = pg.font.Font(None, 32)
        clock = pg.time.Clock()
        input_box = pg.Rect(100, 100, 140, 32)
        color_inactive = pg.Color('lightskyblue3')
        color_active = pg.Color('dodgerblue2')
        color = color_inactive
        active = False
        text = ''
        done = False
    
        while not done:
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    done = True
                if event.type == pg.MOUSEBUTTONDOWN:
                    # If the user clicked on the input_box rect.
                    if input_box.collidepoint(event.pos):
                        # Toggle the active variable.
                        active = not active
                    else:
                        active = False
                    # Change the current color of the input box.
                    color = color_active if active else color_inactive
                if event.type == pg.KEYDOWN:
                    if active:
                        if event.key == pg.K_RETURN:
                            print(text)
                            text = ''
                        elif event.key == pg.K_BACKSPACE:
                            text = text[:-1]
                        else:
                            text += event.unicode
    
            screen.fill((30, 30, 30))
            # Render the current text.
            txt_surface = font.render(text, True, color)
            # Resize the box if the text is too long.
            width = max(200, txt_surface.get_width()+10)
            input_box.w = width
            # Blit the text.
            screen.blit(txt_surface, (input_box.x+5, input_box.y+5))
            # Blit the input_box rect.
            pg.draw.rect(screen, color, input_box, 2)
    
            pg.display.flip()
            clock.tick(30)
    
    
    if __name__ == '__main__':
        pg.init()
        main()
        pg.quit()
    

    Here's an object-oriented variant that allows you to easily create multiple input boxes:

    import pygame as pg
    
    
    pg.init()
    screen = pg.display.set_mode((640, 480))
    COLOR_INACTIVE = pg.Color('lightskyblue3')
    COLOR_ACTIVE = pg.Color('dodgerblue2')
    FONT = pg.font.Font(None, 32)
    
    
    class InputBox:
    
        def __init__(self, x, y, w, h, text=''):
            self.rect = pg.Rect(x, y, w, h)
            self.color = COLOR_INACTIVE
            self.text = text
            self.txt_surface = FONT.render(text, True, self.color)
            self.active = False
    
        def handle_event(self, event):
            if event.type == pg.MOUSEBUTTONDOWN:
                # If the user clicked on the input_box rect.
                if self.rect.collidepoint(event.pos):
                    # Toggle the active variable.
                    self.active = not self.active
                else:
                    self.active = False
                # Change the current color of the input box.
                self.color = COLOR_ACTIVE if self.active else COLOR_INACTIVE
            if event.type == pg.KEYDOWN:
                if self.active:
                    if event.key == pg.K_RETURN:
                        print(self.text)
                        self.text = ''
                    elif event.key == pg.K_BACKSPACE:
                        self.text = self.text[:-1]
                    else:
                        self.text += event.unicode
                    # Re-render the text.
                    self.txt_surface = FONT.render(self.text, True, self.color)
    
        def update(self):
            # Resize the box if the text is too long.
            width = max(200, self.txt_surface.get_width()+10)
            self.rect.w = width
    
        def draw(self, screen):
            # Blit the text.
            screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+5))
            # Blit the rect.
            pg.draw.rect(screen, self.color, self.rect, 2)
    
    
    
    def main():
        clock = pg.time.Clock()
        input_box1 = InputBox(100, 100, 140, 32)
        input_box2 = InputBox(100, 300, 140, 32)
        input_boxes = [input_box1, input_box2]
        done = False
    
        while not done:
            for event in pg.event.get():
                if event.type == pg.QUIT:
                    done = True
                for box in input_boxes:
                    box.handle_event(event)
    
            for box in input_boxes:
                box.update()
    
            screen.fill((30, 30, 30))
            for box in input_boxes:
                box.draw(screen)
    
            pg.display.flip()
            clock.tick(30)
    
    
    if __name__ == '__main__':
        main()
        pg.quit()
    

    There are also third party modules available like pygame_textinput.