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Package pygsear :: Module Widget :: Class TextInput |
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Widget
--+ |Button
--+ |object
--+ | | |Sprite
--+ | | |Drawable
--+ |SpriteButton
--+ |TextButton
--+ |SpriteTextButton
--+ | TextInput
Method Summary | |
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Initialize the TextInput widget. | |
activate(self)
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Process the next keypress. | |
clicked(self,
pygameEvent)
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cursor_left(self)
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cursor_right(self)
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deactivate(self)
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return the text_content. | |
fire(self,
pygameEvent)
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makeButton(self)
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modal(self)
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released(self,
pygameEvent)
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Save a copy of the content of the text field and update. | |
updateButton(self)
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Inherited from Button | |
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Inherited from Widget | |
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Inherited from Drawable | |
bool |
Performs a los (line of sight) check from the center of the source to the center of the target. |
Align the Drawable in its layer | |
Erase sprite to background | |
bool
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return True if this sprite and other sprite overlap. |
Drawable or False
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return True if this sprite and any in list of others collide. |
List
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return True if this sprite and any in list of others collide. |
return the direction from the sprite to a point | |
return the distance from the sprite to a point | |
Blit image to layer | |
return a copy of the sprite's position | |
return size of sprite's rect. | |
set position to next position on path | |
Move sprite. | |
return True if image is on the screen or layer. | |
stop moving along Path | |
call move() continuously | |
set the collision pygame.Rect used for collision
checking. | |
set which path to follow | |
Move sprite to location. | |
Move sprite to a random location on screen | |
Set size of sprite's rect. | |
move sprite so that it does not overlap with other sprite | |
Change the size of sprite's image, and rect. | |
clear sprite and update display | |
Draw image and update display. | |
start moving along Path | |
Move sprite to location. | |
Inherited from Sprite | |
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add(group or list of of groups, ...) add a sprite to container | |
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alive() -> bool check to see if the sprite is in any groups | |
groups() -> list of groups list used sprite containers | |
kill() remove this sprite from all groups | |
remove(group or list of groups, ...) remove a sprite from container | |
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Inherited from object | |
x.__delattr__('name') <==> del x.name | |
x.__getattribute__('name') <==> x.name | |
x.__hash__() <==> hash(x) | |
helper for pickle | |
helper for pickle | |
x.__setattr__('name', value) <==> x.name = value | |
x.__str__() <==> str(x) | |
Inherited from type | |
T.__new__(S, ...) -> a new object with type S, a subtype of T |
Method Details |
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__init__(self,
window=None,
text='',
prompt='',
maxLength=10,
length=150,
callback=None,
size=22,
color=(255, 255, 255),
border=1,
borderColor=(125, 255, 125),
padding=5,
bgColor=(0, 0, 0),
inactiveColor=(195, 195, 195),
inactiveBgColor=(95, 95, 95),
group=None)
Initialize the TextInput widget.
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addLetter(self, pygameEvent)Process the next keypress.
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done(self, pygame_event=None)return the text_content. If this is triggered from one of the widget's own events (ie K_RETURN), it only returns the contents if the widget is active. Otherwise, if it was called from outside (pygame_event is None) it returns the content no matter what it's state was (active or inactive). This allows another button to call in to the TextInput and force it to trigger its callback.
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set_text(self, text)Save a copy of the content of the text field and update. Since the actual field is padded with spaces when it is rendered, it is necessary to save a copy of the actual contents before going to render. |
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Generated by Epydoc 2.0 on Sat Dec 9 14:11:19 2006 | http://epydoc.sf.net |