Source code for arcade.gui.experimental.typed_text_input

from collections.abc import Callable
from typing import Generic, TypeVar, cast

import arcade
from arcade.color import BLACK, RED, WHITE
from arcade.gui import UIEvent, UIInputText, UILabel, UITextInputEvent
from arcade.types import Color, RGBOrA255
from arcade.utils import type_name

__all__ = ("UITypedTextInput",)


T = TypeVar("T")


# This is almost certainly doing at least one thing wrong
[docs] class UITypedTextInput(UIInputText, Generic[T]): """A text box which auto-converts to and from a :py:class:`type`. The simplest usage is passing a :py:func:`type` which supports :py:func:`repr` and allows a single :py:class:`str` as an argument: .. code-block:: python self.float_input = UITypedTextInput(float, text="0.0") In the example above, setting :py:attr:`self.float_input.text` to ``"string"`` will: #. Set both the text and the caret to the ``error_color`` passed at creation #. Re-raise the :py:class:`ValueError` from ``float("string")`` To stop error propagation, pass You can customize your conversion to and from strings by overriding the following arguments with custom :py:class:`callable` objects: .. list-table:: :header-rows: 1 * - Argument - Default * - ``to_str`` - :py:func:`repr` * - ``from_str`` - the ``parsed_type`` .. important:: This class is meant to handle simple types in simple dev and test tools. As a general rule, if you need to highlight a specific syntax error, this class is not the right tool. Args: parsed_type: The :py:class:`type` to require. This is not meant to be changed after creation. from_str: A type or other :py:func:`callable` which converts a :py:class:`str` to an instance of :py:class:`parsed_type`. It may raise exceptions and perform cleaning of text. to_str: A :py:func:`callable` which converts ``parsed_type`` instances to :py:class:`str`. x: an X position (see :py:class:`.UIInputText`). y: an X position (see :py:class:`.UIInputText`). width: an X axis width (see :py:class:`.UIInputText`). height: a Y axis height (see :py:class:`.UIInputText`). text: The initial text to display. font_name: (see :py:class:`.UIInputText`). text_color: The color to use for non-error text. error_color: The color to use when ``to_str`` or ``from_str`` raised an exception. multiline: See :py:class:`.UIInputText`. size_hint: See :py:class:`.UIInputText`. size_hint_min: See :py:class:`.UIInputText`. size_hint_max: See :py:class:`.UIInputText`. """ def __init__( self, parsed_type: type[T], *, to_str: Callable[[T], str] = repr, from_str: Callable[[str], T] | None = None, emit_parse_exceptions: bool = True, x: float = 0, y: float = 0, width: float = 100, height: float = 24, text: str = "", font_name=("Arial",), font_size: float = 12, text_color: RGBOrA255 = BLACK, error_color: RGBOrA255 = RED, multiline=False, size_hint=None, size_hint_min=None, size_hint_max=None, **kwargs, ): if not isinstance(type, type): raise TypeError(f"Expected a type, but got {parsed_type}") super().__init__( x=x, y=y, width=width, height=height, text=text, font_name=font_name, font_size=font_size, text_color=text_color, multiline=multiline, caret_color=text_color, size_hint=size_hint, size_hint_min=size_hint_min, size_hint_max=size_hint_max, **kwargs, ) self.emit_parse_exceptions = emit_parse_exceptions self._error_color = error_color self._valid_color = text_color self._parsed_type: type[T] = parsed_type self._to_str = to_str self._from_str: Callable[[str], T] = cast(Callable[[str], T], from_str or parsed_type) self._parsed_value: T = self._from_str(self.text) def _set_current_color(self, new_color: RGBOrA255) -> None: validated = Color.from_iterable(new_color) if self._text_color == validated: return self._text_color = validated self.caret.color = validated self.doc.set_style(0, len(self.text), dict(color=validated)) self.trigger_full_render() def _checked_parse(self, text: str): try: self._parsed_value = self._from_str(text) self._set_current_color(self._valid_color) except Exception as e: # print(e) self._set_current_color(self._error_color) if self.emit_parse_exceptions: raise e
[docs] def on_event(self, event: UIEvent) -> bool | None: # print(f"In {type_name(event)}") if isinstance(event, UITextInputEvent) and self._active: text = event.text.replace("\r", "").replace("\r", "") event.text = text handled = super().on_event(event) self._checked_parse(self.doc.text) return handled
@property def parsed_type(self) -> type[T]: """Get the type this input field expects to parse. .. note:: This is not meant to be changed after creation. """ return self._parsed_type @property def value(self) -> T: """The current instance of :py:attr:`parsed_type`. Setting this automatically updates the text of the widget. """ return self._parsed_value @value.setter def value(self, new_value: T) -> None: must_be = self._parsed_type if not isinstance(new_value, must_be): raise TypeError( # We pass self here to support subclasses f"This {type_name(self)} was created to expect {type_name(must_be)}" f", but got {new_value!r} (a {type_name(new_value)})" ) self.doc.text = self._to_str(new_value) self._set_current_color(self._valid_color) @property def text(self) -> str: """Get/set the text of the widget. In addition to basic behavior from :py:class:`UITextWidget`, this also performs validation. To silence error propagation from validation, set :py:attr:`emit_parse_exceptions` to ``False``. """ return self.doc.text @text.setter def text(self, new_text: str) -> None: self.doc.text = new_text self._checked_parse(new_text)
if __name__ == "__main__": width, height = 400, 400 center = width / 2 from arcade.gui import NinePatchTexture, UIView class MyView(UIView): def __init__(self): super().__init__() self.ninepatch = NinePatchTexture( left=5, right=5, top=5, bottom=5, texture=arcade.load_texture(":resources:gui_basic_assets/window/panel_gray.png"), ) self.instructions = UILabel( text="Valid float values -> black text\nNon-float values -> red text", x=center - 150, height=center + 80, text_color=WHITE, multiline=True, font_size=16, width=300, align="center", ) self.ui.add(self.instructions) self.float_box = UITypedTextInput( float, text="0.0", x=center - 100, y=height / 2, width=200, font_size=16, height=30, emit_parse_exceptions=False, ).with_background(texture=self.ninepatch) self.ui.add(self.float_box) def on_show_view(self): super().on_show_view() window = arcade.Window(width, height, "Typed input text test") window.show_view(MyView()) window.run()