Any way to make textbox inputs?
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Any way to make textbox inputs?
Is there a way to make a textbox input in love?
Re: Any way to make textbox inputs?
I don't have experience with this, But i can think of a way to do it..So you'd probably have a variable assigned to the text in the textbox. Then on love.keypressed() you'd add whichever key was pressed to that string..something like this:CDCosma wrote:Is there a way to make a textbox input in love?
Code: Select all
function love.load()
str = ""
end
function love.draw()
love.graphics.print(str, 10, 10)
end
function love.keypressed(key)
str = str..key
end
Re: Any way to make textbox inputs?
You probably should read the code inside a GUI lib first, but if you're determined to make your own, the second parameter to love.keypressed is the unicode codepoint representing the key that was pressed. So, veethree was partially right. The wiki page gives an example: https://love2d.org/wiki/love.keypressed
Re: Any way to make textbox inputs?
Its not that hard really, you'd have to create a Textbox class and some basic methods other than update and draw. You'd have something more or less like this:
Here we have the create method that inits all our vars. If you're not familiar with lua's metamethods, i suggest reading about it, since you will not be using lua's full functionalities without this info.
Then the draw function, which just prints the text in a quad and sets the quad to "hover" color if the textbox is selected.
Then update that just checks if mouse is over textbox.
Mousepressed is pretty self-explanatory. Keypress checks if keys being pressed are valid. You can create a table of keys you want to disable (key_disable). I found this table somewhere in the forum a long time ago, so to make it easier, here you go:
Then you just have to make getters and setters, mainly for "text" var.
I suggest you don't copy this, since I just made this real quick and I'm not sure its 100% correct. Plus, doing it yourself gives you more experience
Cheers.
Code: Select all
Textbox = {}
Textbox.__index = Textbox
function Textbox.create(x, y, max)
local temp = {}
setmetatable(temp, Textbox)
temp.hover = false
temp.selected = false
temp.text = ""
temp.max = max
temp.width = font["default"]:getWidth("a") * 16
temp.height = font["default"]:getHeight()
temp.color = color["text"]
temp.x = x
temp.y = y
return temp
end
Code: Select all
function Textbox:draw()
love.graphics.setColor(self.color)
if self.selected then
love.graphics.setColor(unpack(color["hover"]))
end
love.graphics.quad("line", self.x, self.y, self.x + self.width, self.y, self.x + self.width, self.y + self.height, self.x, self.y + self.height)
love.graphics.setFont(font["default"])
love.graphics.setColor(self.color)
love.graphics.print(self.text, self.x, self.y)
end
Code: Select all
function Textbox:update(dt)
local x = love.mouse.getX()
local y = love.mouse.getY()
if x > self.x
and x < self.x + self.width
and y < self.y + self.height
and y > self.y then
self.hover = true
else
self.hover = false
end
end
Code: Select all
function Textbox:mousepressed(x, y, button)
if self.hover then
self.selected = true
else
self.selected = false
end
end
function Textbox:keypressed(key)
if string.len(self:getText()) < self.max then
if self.selected then
if key == "backspace" then
local str = self:getText()
self:setText(string.sub(str, 1, string.len(str) - 1))
elseif key:match("[A-Za-z0-9]") and not in_table(key_disable, key) then
local str = self:getText()
local newKey = key
if love.keyboard.isDown("shift") then newKey = string.upper(key) end
str = str .. newKey
self:setText(str)
end
end
end
end
Code: Select all
key_disable = {
"up","down","left","right","home","end","pageup","pagedown", --Navigation keys
"insert","tab","clear","delete", --Editing keys
"f1","f2","f3","f4","f5","f6","f7","f8","f9","f10","f11","f12","f13","f14","f15", --Function keys
"numlock","scrollock","ralt","lalt","rmeta","lmeta","lsuper","rsuper","mode","compose", "lshift", "rshift", "lctrl", "rctrl", "capslock", --Modifier keys
"pause","escape","help","print","sysreq","break","menu","power","euro","undo" --Miscellaneous keys
}
I suggest you don't copy this, since I just made this real quick and I'm not sure its 100% correct. Plus, doing it yourself gives you more experience
Cheers.
Re: Any way to make textbox inputs?
I'm actually working on a multiline editbox today, its very basic so far but I can share my code if you want.
Re: Any way to make textbox inputs?
Here's what I've come up with so far today, it includes syntax highlighting but unfortunately its built on top of a quite heavy GUI lib.
- Attachments
-
- MultiLineEditBox.love
- 0.8
- (8.22 KiB) Downloaded 262 times
Re: Any way to make textbox inputs?
There are a couple of ways to do it, the best in my opinion is using love.keypressed and checking for a specific range of unicode characters that you need. It's a bit complex, and there's no support for things like cursor positioning and copy/paste without quite a bit of extra code and creativity. Unfortunately there's no simple solution that doesn't break cross-platform compatibility with LOVE itself so there's no provided means of doing what you ask.
If you are new to LOVE I highly suggest starting with a few tutorials on the wiki and save some of the more complex stuff for later.
If you are new to LOVE I highly suggest starting with a few tutorials on the wiki and save some of the more complex stuff for later.
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