如何在奇异果中使用输入到TextInput以获得不同的输出 [英] How to use input to TextInput in kivy to get different output
问题描述
我写了以下代码.
#-*- coding: utf-8 -*-
from kivy.config import Config
from kivy.uix.button import Button
from functools import partial
Config.set('graphics', 'width', 300)
Config.set('graphics', 'height', 300)
from kivy.lang import Builder
Builder.load_string("""
<KeybindTestWidget>:
BoxLayout:
size: root.size
orientation: 'vertical'
TextInput:
id: textinput1
size_hint_y: 0.45
text: ""
on_focus: root.set_activeTextInput("textinput1")
BoxLayout:
size_hint_y: 0.1
TextInput:
id: textinput2
size_hint_y: 0.45
text: ""
on_focus: root.set_activeTextInput("textinput2")
""")
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.textinput import TextInput
from kivy.uix.boxlayout import BoxLayout
from kivy.core.window import Window
class KeybindTestWidget(Widget):
def __init__(self, **kwargs):
super(KeybindTestWidget, self).__init__(**kwargs)
self.bufHotKeyTextinputName = ""
#key bind
self._keyboard = Window.request_keyboard(
self._keyboard_closed, self, 'text')
if self._keyboard.widget:
pass
self._keyboard.bind(on_key_down=self._on_keyboard_down)
self._keyboard.bind(on_key_up=self._on_keyboard_up)
def _keyboard_closed(self):
pass
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
self.ids[self.bufHotKeyTextinputName].text = keycode[1]
return True
def _on_keyboard_up(self, keyboard, keycode):
return True
def set_activeTextInput(self, textInputName, *args):
self.bufHotKeyTextinputName = textInputName
class TestApp(App):
def __init__(self, **kwargs):
super(TestApp, self).__init__(**kwargs)
def build(self):
return KeybindTestWidget()
if __name__ == '__main__':
TestApp().run()
在上面的代码中,如果我在TextInput处于焦点状态时从键盘键入内容,则文本将根据按键输入而改变.
例如,如果我按下键盘上的空格键,TextInput将显示空格键".
但是,上面的代码存在一个问题.
就是这样,当我按下键盘上的"a"时,如下图所示,TextInput显示"aa".
_on_keyboard_down函数在键盘输入之前执行了一点,因此它复制了输入.
我尝试将TextInput选项设置为只读,这会使on_key_down无响应.
有什么好的解决方法吗?
一种方法是使用Clock
安排呼叫 ,在TextInput
完成绘制后字母(我们将删除).
您还需要from functools import partial
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
Clock.schedule_once(partial(self.clear_and_set, keycode))
return True
def clear_and_set(self, keycode, *args):
self.ids[self.bufHotKeyTextinputName].text = keycode[1]
I wrote the following code.
#-*- coding: utf-8 -*-
from kivy.config import Config
from kivy.uix.button import Button
from functools import partial
Config.set('graphics', 'width', 300)
Config.set('graphics', 'height', 300)
from kivy.lang import Builder
Builder.load_string("""
<KeybindTestWidget>:
BoxLayout:
size: root.size
orientation: 'vertical'
TextInput:
id: textinput1
size_hint_y: 0.45
text: ""
on_focus: root.set_activeTextInput("textinput1")
BoxLayout:
size_hint_y: 0.1
TextInput:
id: textinput2
size_hint_y: 0.45
text: ""
on_focus: root.set_activeTextInput("textinput2")
""")
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.textinput import TextInput
from kivy.uix.boxlayout import BoxLayout
from kivy.core.window import Window
class KeybindTestWidget(Widget):
def __init__(self, **kwargs):
super(KeybindTestWidget, self).__init__(**kwargs)
self.bufHotKeyTextinputName = ""
#key bind
self._keyboard = Window.request_keyboard(
self._keyboard_closed, self, 'text')
if self._keyboard.widget:
pass
self._keyboard.bind(on_key_down=self._on_keyboard_down)
self._keyboard.bind(on_key_up=self._on_keyboard_up)
def _keyboard_closed(self):
pass
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
self.ids[self.bufHotKeyTextinputName].text = keycode[1]
return True
def _on_keyboard_up(self, keyboard, keycode):
return True
def set_activeTextInput(self, textInputName, *args):
self.bufHotKeyTextinputName = textInputName
class TestApp(App):
def __init__(self, **kwargs):
super(TestApp, self).__init__(**kwargs)
def build(self):
return KeybindTestWidget()
if __name__ == '__main__':
TestApp().run()
In the above code, if I type from the keyboard when TextInput is in focus, the text will change in response to the key input.
For example, if I press the space key on my keyboard, TextInput will show "spacebar".
However, there is one problem with the above code.
That's what happens when I press "a" on the keyboard, as in the image below, and TextInput shows "aa".
The _on_keyboard_down function is executed a little before the keyboard input, so it duplicates the input.
I've tried the TextInput option readonly, which makes the on_key_down unresponsive.
Is there any good solution?
One way to do it, is to use the Clock
to schedule the call after the TextInput
has finished drawing its letter (which we will erase).
You will also need from functools import partial
def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
Clock.schedule_once(partial(self.clear_and_set, keycode))
return True
def clear_and_set(self, keycode, *args):
self.ids[self.bufHotKeyTextinputName].text = keycode[1]
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