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163 lines (145 loc) · 5.43 KB
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"""
On-screen virtual keyboard for touch input.
"""
import pygame
# Colors
BG = (20, 20, 25)
KEY_BG = (50, 50, 60)
KEY_BG_ACTIVE = (80, 80, 100)
KEY_SPECIAL = (35, 35, 50)
KEY_SPECIAL_ACTIVE = (70, 70, 90)
KEY_ENTER = (40, 100, 160)
KEY_ENTER_ACTIVE = (60, 140, 200)
TEXT_COLOR = (230, 230, 235)
BORDER_COLOR = (70, 70, 85)
ROWS_ALPHA = [
["q", "w", "e", "r", "t", "y", "u", "i", "o", "p"],
["a", "s", "d", "f", "g", "h", "j", "k", "l"],
["⇧", "z", "x", "c", "v", "b", "n", "m", "⌫"],
["123", " ", ".", "⏎"],
]
ROWS_ALPHA_UPPER = [
["Q", "W", "E", "R", "T", "Y", "U", "I", "O", "P"],
["A", "S", "D", "F", "G", "H", "J", "K", "L"],
["⇧", "Z", "X", "C", "V", "B", "N", "M", "⌫"],
["123", " ", ".", "⏎"],
]
ROWS_NUM = [
["1", "2", "3", "4", "5", "6", "7", "8", "9", "0"],
["-", "/", ":", ";", "(", ")", "=", "&", "@", '"'],
["ABC", ".", ",", "?", "!", "'", "#", "+", "⌫"],
["ABC", " ", "_", "⏎"],
]
class VirtualKeyboard:
HEIGHT = 260
def __init__(self, screen_w, screen_h, font, font_size=20):
self.screen_w = screen_w
self.screen_h = screen_h
self.font = font
small_size = max(14, font_size - 4)
self.small_font = pygame.font.SysFont("sans", small_size)
self.mode = "alpha" # alpha | alpha_upper | num
self.active_key = None
self.y = screen_h - self.HEIGHT
self._key_rects = []
self._build_layout()
def _get_rows(self):
if self.mode == "alpha_upper":
return ROWS_ALPHA_UPPER
elif self.mode == "num":
return ROWS_NUM
return ROWS_ALPHA
def _build_layout(self):
self._key_rects = []
rows = self._get_rows()
pad = 6
total_h = self.HEIGHT - pad * 2
row_h = total_h // len(rows)
key_h = row_h - pad
for row_i, row in enumerate(rows):
y = self.y + pad + row_i * row_h + pad // 2
if row_i < 3:
# Normal rows — equal width keys
key_w = (self.screen_w - pad * 2) // len(row) - pad
total_row_w = len(row) * (key_w + pad) - pad
x_start = (self.screen_w - total_row_w) // 2
for col_i, key in enumerate(row):
x = x_start + col_i * (key_w + pad)
rect = pygame.Rect(x, y, key_w, key_h)
self._key_rects.append((key, rect))
else:
# Bottom row — custom widths
avail = self.screen_w - pad * 2
widths = {}
for k in row:
if k == " ":
widths[k] = avail * 40 // 100
elif k in ("⏎",):
widths[k] = avail * 18 // 100
elif k in ("123", "ABC"):
widths[k] = avail * 16 // 100
else:
widths[k] = avail * 8 // 100
total_w = sum(widths.values()) + pad * (len(row) - 1)
x = (self.screen_w - total_w) // 2
for key in row:
rect = pygame.Rect(x, y, widths[key], key_h)
self._key_rects.append((key, rect))
x += widths[key] + pad
def handle_touch(self, pos):
"""Returns the character to insert, or special action string, or None"""
for key, rect in self._key_rects:
if rect.collidepoint(pos):
self.active_key = key
return self._process_key(key)
return None
def handle_release(self):
self.active_key = None
def _process_key(self, key):
if key == "⌫":
return "BACKSPACE"
elif key == "⏎":
return "ENTER"
elif key == "⇧":
self.mode = "alpha_upper" if self.mode == "alpha" else "alpha"
self._build_layout()
return "SHIFT"
elif key == "123":
self.mode = "num"
self._build_layout()
return "MODE"
elif key == "ABC":
self.mode = "alpha"
self._build_layout()
return "MODE"
elif key == " ":
return " "
else:
if self.mode == "alpha_upper":
self.mode = "alpha"
self._build_layout()
return key
def draw(self, surface):
# Background
kbd_rect = pygame.Rect(0, self.y, self.screen_w, self.HEIGHT)
pygame.draw.rect(surface, BG, kbd_rect)
pygame.draw.line(surface, BORDER_COLOR, (0, self.y), (self.screen_w, self.y), 1)
for key, rect in self._key_rects:
is_active = (key == self.active_key)
if key in ("⏎",):
bg = KEY_ENTER_ACTIVE if is_active else KEY_ENTER
elif key in ("⌫", "⇧", "123", "ABC", " "):
bg = KEY_SPECIAL_ACTIVE if is_active else KEY_SPECIAL
else:
bg = KEY_BG_ACTIVE if is_active else KEY_BG
pygame.draw.rect(surface, bg, rect, border_radius=6)
pygame.draw.rect(surface, BORDER_COLOR, rect, 1, border_radius=6)
# Label
label = key
if key == " ":
label = ""
f = self.small_font if len(label) > 1 else self.font
txt = f.render(label, True, TEXT_COLOR)
tx = rect.centerx - txt.get_width() // 2
ty = rect.centery - txt.get_height() // 2
surface.blit(txt, (tx, ty))