Hi so I wanna limit the texts inside a rectangle and if the text surpasses the rectangle's dimension then it reduces itself to fit in. I use class to make the code easier to read and easier to add more input boxes. When I run the code, there should be different input boxes in which I can edit the text in and if the text is too long, it reduces itself( lastest character) to fit in the box. But when I run the code, the text can go over the rectangle for 1 character and for any letter after that, it deletes a whole chunk of text. Here is the code.
''' python
import pygame
import datetime
pygame.init()
clock = pygame.time.Clock()
pygame.font.init()
# Note
finish = 0
leftover = 16
# Font
numb_font = pygame.font.Font('dogicapixelbold.ttf', 14)
text_font = pygame.font.Font('dogicapixelbold.ttf', 16)
color = (233, 248, 215)
active = False
# screen resolution
Width = 800
Height = 600
bg = pygame.image.load('opennote.png')
screen = pygame.display.set_mode((Width, Height))
# Time
time_box = pygame.Rect(250, 63, 50, 30)
date_box = pygame.Rect(221, 27, 50, 30)
# boxes numb
leftover_box = pygame.Rect(265, 105, 30, 30)
finish_box = pygame.Rect(325, 105, 30, 30)
class InputBox:
def __init__(self, x, y, w, h, text=''):
self.rect = pygame.Rect(x, y, w, h)
self.color = color
self.text = text
self.txt_surface = text_font.render(text, True, self.color)
self.active = False
def handle_event(self, event):
if event.type == pygame.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
if event.type == pygame.KEYDOWN:
if self.active:
if event.key == pygame.K_RETURN:
print(self.text)
self.text = ''
elif event.key == pygame.K_BACKSPACE:
self.text = self.text[:-1]
else:
self.text += event.unicode
# Re-render the text.
self.txt_surface = text_font.render(self.text, True, self.color)
def draw(self, screen):
# Blit the text.
screen.blit(self.txt_surface, (self.rect.x+5, self.rect.y+10))
# Blit the rect.
pygame.draw.rect(screen, self.color, self.rect, 2)
def update(self):
# Limit character
if self.txt_surface.get_width() > self.rect.w:
self.text = self.text[:-1]
def main():
clock = pygame.time.Clock()
input_box1 = InputBox(115, 170, 250, 36)
input_box2 = InputBox(115, 224, 250, 36)
input_box3 = InputBox(115, 278, 250, 36)
input_box4 = InputBox(115, 333, 250, 36)
input_box5 = InputBox(115, 386, 250, 36)
input_box6 = InputBox(115, 440, 250, 36)
input_box7 = InputBox(115, 494, 250, 36)
input_boxes = [input_box1, input_box2, input_box3, input_box4, input_box5, input_box6, input_box7]
done = False
while not done:
# Background
screen.fill((0, 0, 0))
screen.blit(bg, (0, 0))
now = datetime.datetime.now()
date_now = now.strftime("%d/%m/%Y")
time_now = now.strftime("%H:%M:%S")
for event in pygame.event.get():
if event.type == pygame.QUIT:
done = True
for box in input_boxes:
box.handle_event(event)
for box in input_boxes:
box.update()
for box in input_boxes:
box.draw(screen)
# Real Time
# Date
pygame.draw.rect(screen, 'white', date_box, -1)
datebox_surface = numb_font.render(date_now, True, color)
screen.blit(datebox_surface, (date_box.x + 5, date_box.y + 5))
# Time
pygame.draw.rect(screen, 'white', time_box, -1)
timebox_surface = numb_font.render(time_now, True, color)
screen.blit(timebox_surface, (time_box.x + 5, time_box.y + 5))
# finish &Leftover
# finish box
pygame.draw.rect(screen, 'white', finish_box, -1)
finishbox_surface = numb_font.render(str(finish), True, color)
screen.blit(finishbox_surface, finish_box)
# Leftover box
pygame.draw.rect(screen, 'white', leftover_box, -1)
leftover_box_surface = numb_font.render(str(leftover), True, color)
screen.blit(leftover_box_surface, leftover_box)
pygame.display.update()
clock.tick(120)
if __name__ == '__main__':
main()
pygame.quit()
'''
But when the letter outside the rect's width, it deletes a whole bunch of text not just the letter that outside the width.
