Last active
October 17, 2022 01:25
-
-
Save kdougan/d9fb2ac51500a872d613e64959f2f1eb to your computer and use it in GitHub Desktop.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
from dataclasses import dataclass | |
import re | |
import pygame | |
from pygame import Vector2 as vec2 | |
class Game: | |
def __init__(self): | |
pygame.init() | |
self.win_size = vec2(500) | |
self.screen_scale = 2 | |
self.win = pygame.display.set_mode(self.win_size) | |
self.clock = pygame.time.Clock() | |
self.running = False | |
self.font = pygame.font.SysFont('Arial', 12) | |
self.text_area = TextArea( | |
self.font, 10, 230, | |
'''This creates a new Surface with the specified text rendered on it.\n\npygame provides no way to directly draw text on an existing Surface: instead you must use Font.render() to create an image (Surface) of the text, then blit this image onto another Surface''', | |
padding=8 | |
) | |
@property | |
def screen_size(self) -> vec2: | |
return self.win_size/self.screen_scale | |
def run(self) -> None: | |
self.running = True | |
while self.running: | |
pygame.display.set_caption( | |
'playground ' | |
f'- {int(self.clock.get_fps())}fps ' | |
) | |
self.events() | |
self.update() | |
self.render() | |
def events(self) -> None: | |
for event in pygame.event.get(): | |
if (event.type == pygame.QUIT or | |
(event.type == pygame.KEYDOWN and | |
event.key == pygame.K_ESCAPE)): | |
self.running = False | |
self.text_area.handle_event(event) | |
def update(self) -> None: | |
dt = self.clock.tick(60)*0.001 | |
self.text_area.update(dt) | |
def render(self) -> None: | |
self.win.fill((30,20,30)) | |
screen = pygame.Surface(self.win_size/self.screen_scale, pygame.SRCALPHA) | |
self.text_area.render(screen) | |
self.win.blit(pygame.transform.scale(screen, self.win_size), vec2()) | |
pygame.display.update() | |
class TextArea: | |
def __init__(self, font:pygame.font.Font, pos:vec2, size:vec2, text:str='', padding:int=0): | |
self.font = font | |
self.pos = vec2(pos) | |
self.size = vec2(size) | |
self.padding = padding | |
self.text = text | |
self._text = text | |
self.surf = None | |
self.focused = True | |
self.cursor_surf = self.font.render('|', False, (200,200,200)) | |
self.cursor_timer = 0 | |
self.cursor_rate = 0.5 | |
self.cursor_vis = False | |
self.cursor_pos = vec2() | |
self.repeat_event = None | |
self.repeat_timer = 0 | |
self.repeat_rate = 0.05 | |
self.repeat_delay = 1 | |
self.is_repeating = False | |
self.set_text(self.text) | |
def handle_event(self, event:pygame.event.Event) -> None: | |
if (event.type == pygame.MOUSEBUTTONDOWN and | |
event.button == 1): | |
self.focused = pygame.Rect(self.pos, self.size).collidepoint(vec2(event.pos)/2) | |
if event.type == pygame.KEYDOWN: | |
self.repeat_event = event | |
self.repeat_timer = 0 | |
if event.key == pygame.K_BACKSPACE: | |
self.set_text(self.text[:-1]) | |
elif re.match(r'[\s\S]', event.unicode): | |
self.set_text(f'{self.text}{event.unicode}') | |
if (event.type == pygame.KEYUP and | |
self.repeat_event and | |
event.key == self.repeat_event.key): | |
self.repeat_event = None | |
self.is_repeating = False | |
def update(self, dt:float) -> None: | |
self.cursor_timer += dt | |
if self.cursor_timer >= self.cursor_rate: | |
self.cursor_timer = 0 | |
self.cursor_vis = not self.cursor_vis | |
if self.repeat_event: | |
self.repeat_timer += dt | |
if self.repeat_timer >= self.repeat_delay: | |
if not self.is_repeating: | |
self.is_repeating = True | |
if self.is_repeating and self.repeat_timer >= self.repeat_rate: | |
self.handle_event(self.repeat_event) | |
self.repeat_timer = 0 | |
def set_text(self, text:str) -> None: | |
self.text = re.sub(r'[\n\r]', '\n', text) | |
surf = pygame.Surface(self.size, pygame.SRCALPHA) | |
line_height = self.font.get_linesize() | |
y = self.padding | |
line = '' | |
for i, char in enumerate(self.text): | |
if re.match(r'[\n\r]', char): | |
surf.blit(self.font.render(line, False, (200,200,200)), vec2(self.padding, y)) | |
line = '' | |
y += line_height | |
continue | |
line = f'{line}{char}' | |
if vec2(self.font.size(line)).x > self.size.x - (self.padding*2): | |
parts = re.split(r'(\W)', line[::-1], maxsplit=1) | |
if len(parts) < 2: | |
word = f'{line[:-2]}-' | |
surf.blit(self.font.render(word, False, (200,200,200)), vec2(self.padding, y)) | |
line = line[-2:] | |
y += line_height | |
else: | |
rev = parts[2][::-1] | |
word = rev if re.match(r'\s', parts[1]) else f'{rev}{parts[1]}' | |
surf.blit(self.font.render(word, False, (200,200,200)), vec2(self.padding, y)) | |
line = parts[0][::-1] | |
y += line_height | |
if line: | |
surf.blit(self.font.render(line, False, (200,200,200)), vec2(self.padding, y)) | |
self.cursor_pos = vec2(vec2(self.font.size(line)).x + self.padding, y) | |
self.surf = surf | |
def render(self, surf:pygame.Surface) -> None: | |
surf.blit(self.surf, self.pos) | |
if self.focused: | |
if self.cursor_vis: | |
surf.blit(self.cursor_surf, self.pos + self.cursor_pos) | |
pygame.draw.rect(surf, (200,0,200,100), (self.pos+vec2(self.padding), self.size-vec2(self.padding*2)), 1, 2) | |
pygame.draw.rect(surf, (0,200,200), (self.pos, self.size), 1, 4) | |
Game().run() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment