class UIVerticalScrollBar(UIElement):
    """
    A vertical scroll bar allows users to position a smaller visible area within a vertically
    larger area.

    :param relative_rect: The size and position of the scroll bar.
    :param visible_percentage: The vertical percentage of the larger area that is visible,
                               between 0.0 and 1.0.
    :param manager: The UIManager that manages this element.
    :param container: The container that this element is within. If set to None will be the
                      root window's container.
    :param parent_element: The element this element 'belongs to' in the theming hierarchy.
    :param object_id: A custom defined ID for fine tuning of theming.
    :param anchors: A dictionary describing what this element's relative_rect is relative to.
    :param visible: Whether the element is visible by default. Warning - container visibility
                    may override this.
    """
    def __init__(self,
                 relative_rect: pygame.Rect,
                 visible_percentage: float,
                 manager: IUIManagerInterface,
                 container: Union[IContainerLikeInterface, None] = None,
                 parent_element: UIElement = None,
                 object_id: Union[ObjectID, str, None] = None,
                 anchors: Dict[str, str] = None,
                 visible: int = 1):

        super().__init__(relative_rect,
                         manager,
                         container,
                         layer_thickness=2,
                         starting_height=1,
                         anchors=anchors,
                         visible=visible)

        self._create_valid_ids(container=container,
                               parent_element=parent_element,
                               object_id=object_id,
                               element_id='vertical_scroll_bar')

        self.button_height = 20
        self.arrow_button_height = self.button_height
        self.scroll_position = 0.0
        self.top_limit = 0.0
        self.starting_grab_y_difference = 0
        self.visible_percentage = max(0.0, min(visible_percentage, 1.0))
        self.start_percentage = 0.0

        self.grabbed_slider = False
        self.has_moved_recently = False
        self.scroll_wheel_moved = False
        self.scroll_wheel_amount = 0

        self.background_colour = None
        self.border_colour = None
        self.disabled_border_colour = None
        self.disabled_background_colour = None

        self.border_width = None
        self.shadow_width = None

        self.drawable_shape = None
        self.shape = 'rectangle'
        self.shape_corner_radius = None

        self.background_rect = None  # type: Union[None, pygame.Rect]

        self.scrollable_height = None  # type: Union[None, int, float]
        self.bottom_limit = None
        self.sliding_rect_position = None  # type: Union[None, pygame.math.Vector2]

        self.top_button = None
        self.bottom_button = None
        self.sliding_button = None
        self.enable_arrow_buttons = True

        self.button_container = None

        self.rebuild_from_changed_theme_data()

        scroll_bar_height = max(
            5, int(self.scrollable_height * self.visible_percentage))
        self.sliding_button = UIButton(pygame.Rect(
            (int(self.sliding_rect_position[0]),
             int(self.sliding_rect_position[1])),
            (self.background_rect.width, scroll_bar_height)),
                                       '',
                                       self.ui_manager,
                                       container=self.button_container,
                                       starting_height=1,
                                       parent_element=self,
                                       object_id="#sliding_button",
                                       anchors={
                                           'left': 'left',
                                           'right': 'right',
                                           'top': 'top',
                                           'bottom': 'top'
                                       })
        self.join_focus_sets(self.sliding_button)
        self.sliding_button.set_hold_range((100, self.background_rect.height))

    def rebuild(self):
        """
        Rebuild anything that might need rebuilding.

        """
        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect = pygame.Rect(
            (border_and_shadow + self.relative_rect.x,
             border_and_shadow + self.relative_rect.y),
            (self.relative_rect.width - (2 * border_and_shadow),
             self.relative_rect.height - (2 * border_and_shadow)))

        theming_parameters = {
            'normal_bg': self.background_colour,
            'normal_border': self.border_colour,
            'disabled_bg': self.disabled_background_colour,
            'disabled_border': self.disabled_border_colour,
            'border_width': self.border_width,
            'shadow_width': self.shadow_width,
            'shape_corner_radius': self.shape_corner_radius
        }

        if self.shape == 'rectangle':
            self.drawable_shape = RectDrawableShape(self.rect,
                                                    theming_parameters,
                                                    ['normal', 'disabled'],
                                                    self.ui_manager)
        elif self.shape == 'rounded_rectangle':
            self.drawable_shape = RoundedRectangleShape(
                self.rect, theming_parameters, ['normal', 'disabled'],
                self.ui_manager)

        self.set_image(self.drawable_shape.get_fresh_surface())

        if self.button_container is None:
            self.button_container = UIContainer(
                self.background_rect,
                manager=self.ui_manager,
                container=self.ui_container,
                anchors=self.anchors,
                object_id='#vert_scrollbar_buttons_container',
                visible=self.visible)
            self.join_focus_sets(self.button_container)
        else:
            self.button_container.set_dimensions(self.background_rect.size)
            self.button_container.set_relative_position(
                self.background_rect.topleft)

        if self.enable_arrow_buttons:
            self.arrow_button_height = self.button_height

            if self.top_button is None:
                self.top_button = UIButton(pygame.Rect(
                    (0, 0),
                    (self.background_rect.width, self.arrow_button_height)),
                                           '▲',
                                           self.ui_manager,
                                           container=self.button_container,
                                           starting_height=1,
                                           parent_element=self,
                                           object_id=ObjectID(
                                               "#top_button", "@arrow_button"),
                                           anchors={
                                               'left': 'left',
                                               'right': 'right',
                                               'top': 'top',
                                               'bottom': 'top'
                                           })
                self.join_focus_sets(self.top_button)

            if self.bottom_button is None:
                self.bottom_button = UIButton(pygame.Rect(
                    (0, -self.arrow_button_height),
                    (self.background_rect.width, self.arrow_button_height)),
                                              '▼',
                                              self.ui_manager,
                                              container=self.button_container,
                                              starting_height=1,
                                              parent_element=self,
                                              object_id=ObjectID(
                                                  "#bottom_button",
                                                  "@arrow_button"),
                                              anchors={
                                                  'left': 'left',
                                                  'right': 'right',
                                                  'top': 'bottom',
                                                  'bottom': 'bottom'
                                              })
                self.join_focus_sets(self.bottom_button)
        else:
            self.arrow_button_height = 0
            if self.top_button is not None:
                self.top_button.kill()
                self.top_button = None
            if self.bottom_button is not None:
                self.bottom_button.kill()
                self.bottom_button = None

        self.scrollable_height = self.background_rect.height - (
            2 * self.arrow_button_height)
        self.bottom_limit = self.scrollable_height

        scroll_bar_height = max(
            5, int(self.scrollable_height * self.visible_percentage))
        self.scroll_position = min(max(self.scroll_position, self.top_limit),
                                   self.bottom_limit - scroll_bar_height)

        x_pos = 0
        y_pos = (self.scroll_position + self.arrow_button_height)
        self.sliding_rect_position = pygame.math.Vector2(x_pos, y_pos)

        if self.sliding_button is not None:
            self.sliding_button.set_relative_position(
                self.sliding_rect_position)
            self.sliding_button.set_dimensions(
                (self.background_rect.width, scroll_bar_height))
            self.sliding_button.set_hold_range(
                (100, self.background_rect.height))

    def check_has_moved_recently(self) -> bool:
        """
        Returns True if the scroll bar was moved in the last call to the update function.

        :return: True if we've recently moved the scroll bar, False otherwise.

        """
        return self.has_moved_recently

    def kill(self):
        """
        Overrides the kill() method of the UI element class to kill all the buttons in the scroll
        bar and clear any of the parts of the scroll bar that are currently recorded as the
        'last focused vertical scroll bar element' on the ui manager.

        NOTE: the 'last focused' state on the UI manager is used so that the mouse wheel will
        move whichever scrollbar we last fiddled with even if we've been doing other stuff.
        This seems to be consistent with the most common mousewheel/scrollbar interactions
        used elsewhere.
        """
        self.button_container.kill()
        super().kill()

    def process_event(self, event: pygame.event.Event) -> bool:
        """
        Checks an event from pygame's event queue to see if the scroll bar needs to react to it.
        In this case it is just mousewheel events, mainly because the buttons that make up
        the scroll bar will handle the required mouse click events.

        :param event: The event to process.

        :return: Returns True if we've done something with the input event.

        """
        consumed_event = False

        if (self.is_enabled and self._check_is_focus_set_hovered()
                and event.type == pygame.MOUSEWHEEL):
            self.scroll_wheel_moved = True
            self.scroll_wheel_amount = event.y
            consumed_event = True

        return consumed_event

    def _check_is_focus_set_hovered(self) -> bool:
        """
        Check if this scroll bar's focus set is currently hovered in the UI.

        :return: True if it was.

        """
        return any(element.hovered for element in self.get_focus_set())

    def update(self, time_delta: float):
        """
        Called once per update loop of our UI manager. Deals largely with moving the scroll bar
        and updating the resulting 'start_percentage' variable that is then used by other
        'scrollable' UI elements to control the point they start drawing.

        Reacts to presses of the up and down arrow buttons, movement of the mouse wheel and
        dragging of the scroll bar itself.

        :param time_delta: A float, roughly representing the time in seconds between calls to this
                           method.

        """
        super().update(time_delta)
        self.has_moved_recently = False
        if self.alive():
            moved_this_frame = False
            if self.scroll_wheel_moved and (
                    self.scroll_position > self.top_limit
                    or self.scroll_position < self.bottom_limit):
                self.scroll_wheel_moved = False
                self.scroll_position -= self.scroll_wheel_amount * (750.0 *
                                                                    time_delta)
                self.scroll_position = min(
                    max(self.scroll_position,
                        self.top_limit), self.bottom_limit -
                    self.sliding_button.relative_rect.height)
                x_pos = 0
                y_pos = (self.scroll_position + self.arrow_button_height)
                self.sliding_button.set_relative_position((x_pos, y_pos))
                moved_this_frame = True
            elif self.top_button is not None and self.top_button.held:
                self.scroll_position -= (250.0 * time_delta)
                self.scroll_position = max(self.scroll_position,
                                           self.top_limit)
                x_pos = 0
                y_pos = (self.scroll_position + self.arrow_button_height)
                self.sliding_button.set_relative_position((x_pos, y_pos))
                moved_this_frame = True
            elif self.bottom_button is not None and self.bottom_button.held:
                self.scroll_position += (250.0 * time_delta)
                self.scroll_position = min(
                    self.scroll_position, self.bottom_limit -
                    self.sliding_button.relative_rect.height)
                x_pos = 0
                y_pos = (self.scroll_position + self.arrow_button_height)
                self.sliding_button.set_relative_position((x_pos, y_pos))

                moved_this_frame = True

            mouse_x, mouse_y = self.ui_manager.get_mouse_position()
            if self.sliding_button.held and self.sliding_button.in_hold_range(
                (mouse_x, mouse_y)):

                if not self.grabbed_slider:
                    self.grabbed_slider = True
                    real_scroll_pos = self.sliding_button.rect.top
                    self.starting_grab_y_difference = mouse_y - real_scroll_pos

                real_scroll_pos = self.sliding_button.rect.top
                current_grab_difference = mouse_y - real_scroll_pos
                adjustment_required = current_grab_difference - self.starting_grab_y_difference
                self.scroll_position = self.scroll_position + adjustment_required

                self.scroll_position = min(
                    max(self.scroll_position, self.top_limit),
                    self.bottom_limit - self.sliding_button.rect.height)

                x_pos = 0
                y_pos = (self.scroll_position + self.arrow_button_height)
                self.sliding_button.set_relative_position((x_pos, y_pos))
                moved_this_frame = True
            elif not self.sliding_button.held:
                self.grabbed_slider = False

            if moved_this_frame:
                self.start_percentage = self.scroll_position / self.scrollable_height
                if not self.has_moved_recently:
                    self.has_moved_recently = True

    def redraw_scrollbar(self):
        """
        Redraws the 'scrollbar' portion of the whole UI element. Called when we change the
        visible percentage.
        """
        self.scrollable_height = self.background_rect.height - (
            2 * self.arrow_button_height)
        self.bottom_limit = self.scrollable_height

        scroll_bar_height = max(
            5, int(self.scrollable_height * self.visible_percentage))

        x_pos = 0
        y_pos = (self.scroll_position + self.arrow_button_height)
        self.sliding_rect_position = pygame.math.Vector2(x_pos, y_pos)

        if self.sliding_button is None:
            self.sliding_button = UIButton(pygame.Rect(
                int(x_pos), int(y_pos), self.background_rect.width,
                scroll_bar_height),
                                           '',
                                           self.ui_manager,
                                           container=self.button_container,
                                           starting_height=1,
                                           parent_element=self,
                                           object_id="#sliding_button",
                                           anchors={
                                               'left': 'left',
                                               'right': 'right',
                                               'top': 'top',
                                               'bottom': 'top'
                                           })
            self.join_focus_sets(self.sliding_button)
        else:
            self.sliding_button.set_relative_position(
                self.sliding_rect_position)
            self.sliding_button.set_dimensions(
                (self.background_rect.width, scroll_bar_height))
        self.sliding_button.set_hold_range((100, self.background_rect.height))

    def set_visible_percentage(self, percentage: float):
        """
        Sets the percentage of the total 'scrollable area' that is currently visible. This will
        affect the size of the scrollbar and should be called if the vertical size of the
        'scrollable area' or the vertical size of the visible area change.

        :param percentage: A float between 0.0 and 1.0 representing the percentage that is visible.

        """
        self.visible_percentage = max(0.0, min(1.0, percentage))
        if 1.0 - self.start_percentage < self.visible_percentage:
            self.start_percentage = 1.0 - self.visible_percentage

        self.redraw_scrollbar()

    def reset_scroll_position(self):
        """
        Reset the current scroll position back to the top.

        """
        self.scroll_position = 0.0
        self.start_percentage = 0.0

    def rebuild_from_changed_theme_data(self):
        """
        Called by the UIManager to check the theming data and rebuild whatever needs rebuilding
        for this element when the theme data has changed.
        """
        super().rebuild_from_changed_theme_data()
        has_any_changed = False

        if self._check_misc_theme_data_changed(
                attribute_name='shape',
                default_value='rectangle',
                casting_func=str,
                allowed_values=['rectangle', 'rounded_rectangle']):
            has_any_changed = True

        if self._check_shape_theming_changed(defaults={
                'border_width': 1,
                'shadow_width': 2,
                'shape_corner_radius': 2
        }):
            has_any_changed = True

        background_colour = self.ui_theme.get_colour_or_gradient(
            'dark_bg', self.combined_element_ids)
        if background_colour != self.background_colour:
            self.background_colour = background_colour
            has_any_changed = True

        border_colour = self.ui_theme.get_colour_or_gradient(
            'normal_border', self.combined_element_ids)
        if border_colour != self.border_colour:
            self.border_colour = border_colour
            has_any_changed = True

        disabled_background_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_dark_bg', self.combined_element_ids)
        if disabled_background_colour != self.disabled_background_colour:
            self.disabled_background_colour = disabled_background_colour
            has_any_changed = True

        disabled_border_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_border', self.combined_element_ids)
        if disabled_border_colour != self.disabled_border_colour:
            self.disabled_border_colour = disabled_border_colour
            has_any_changed = True

        def parse_to_bool(str_data: str):
            return bool(int(str_data))

        if self._check_misc_theme_data_changed(
                attribute_name='enable_arrow_buttons',
                default_value=True,
                casting_func=parse_to_bool):
            has_any_changed = True

        if has_any_changed:
            self.rebuild()

    def set_position(self, position: Union[pygame.math.Vector2,
                                           Tuple[int, int], Tuple[float,
                                                                  float]]):
        """
        Sets the absolute screen position of this scroll bar, updating all subordinate button
        elements at the same time.

        :param position: The absolute screen position to set.

        """
        super().set_position(position)

        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect.x = border_and_shadow + self.relative_rect.x
        self.background_rect.y = border_and_shadow + self.relative_rect.y

        self.button_container.set_relative_position(
            self.background_rect.topleft)

    def set_relative_position(self, position: Union[pygame.math.Vector2,
                                                    Tuple[int, int],
                                                    Tuple[float, float]]):
        """
        Sets the relative screen position of this scroll bar, updating all subordinate button
        elements at the same time.

        :param position: The relative screen position to set.

        """
        super().set_relative_position(position)

        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect.x = border_and_shadow + self.relative_rect.x
        self.background_rect.y = border_and_shadow + self.relative_rect.y

        self.button_container.set_relative_position(
            self.background_rect.topleft)

    def set_dimensions(self, dimensions: Union[pygame.math.Vector2,
                                               Tuple[int, int], Tuple[float,
                                                                      float]]):
        """
        Method to directly set the dimensions of an element.

        :param dimensions: The new dimensions to set.

        """
        super().set_dimensions(dimensions)

        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect.width = self.relative_rect.width - (
            2 * border_and_shadow)
        self.background_rect.height = self.relative_rect.height - (
            2 * border_and_shadow)

        self.button_container.set_dimensions(self.background_rect.size)

        # sort out scroll bar parameters
        self.scrollable_height = self.background_rect.height - (
            2 * self.arrow_button_height)
        self.bottom_limit = self.scrollable_height

        scroll_bar_height = max(
            5, int(self.scrollable_height * self.visible_percentage))
        base_scroll_bar_y = self.arrow_button_height
        max_scroll_bar_y = base_scroll_bar_y + (self.scrollable_height -
                                                scroll_bar_height)
        self.sliding_rect_position.y = max(
            base_scroll_bar_y,
            min((base_scroll_bar_y +
                 int(self.start_percentage * self.scrollable_height)),
                max_scroll_bar_y))
        self.scroll_position = self.sliding_rect_position.y - base_scroll_bar_y

        self.sliding_button.set_dimensions(
            (self.background_rect.width, scroll_bar_height))
        self.sliding_button.set_relative_position(self.sliding_rect_position)

    def disable(self):
        """
        Disables the scroll bar so it is no longer interactive.
        """
        if self.is_enabled:
            self.is_enabled = False
            self.button_container.disable()

            self.drawable_shape.set_active_state('disabled')

    def enable(self):
        """
        Enables the scroll bar so it is interactive once again.
        """
        if not self.is_enabled:
            self.is_enabled = True
            self.button_container.enable()

            self.drawable_shape.set_active_state('normal')

    def show(self):
        """
        In addition to the base UIElement.show() - show the self.button_container which will
        propagate and show all the buttons.
        """
        super().show()

        self.button_container.show()

    def hide(self):
        """
        In addition to the base UIElement.hide() - hide the self.button_container which will
        propagate and hide all the buttons.
        """
        super().hide()

        self.button_container.hide()
Пример #2
0
class UITextEntryLine(UIElement):
    """
    A GUI element for text entry from a keyboard, on a single line. The element supports
    the standard copy and paste keyboard shortcuts CTRL+V, CTRL+C & CTRL+X as well as CTRL+A.

    There are methods that allow the entry element to restrict the characters that can be input
    into the text box

    The height of the text entry line element will be determined by the font used rather than
    the standard method for UIElements of just using the height of the input rectangle.

    :param relative_rect: A rectangle describing the position and width of the text entry element.
    :param manager: The UIManager that manages this element.
    :param container: The container that this element is within. If set to None will be the
                      root window's container.
    :param parent_element: The element this element 'belongs to' in the theming hierarchy.
    :param object_id: A custom defined ID for fine tuning of theming.
    :param anchors: A dictionary describing what this element's relative_rect is relative to.
    :param visible: Whether the element is visible by default. Warning - container visibility
                    may override this.
    """

    _number_character_set = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9']

    # excluding these characters won't ensure that user entered text is a valid filename but they
    # can help reduce the problems that input will leave you with.
    _forbidden_file_path_characters = [
        '<', '>', ':', '"', '/', '\\', '|', '?', '*', '\0', '.'
    ]

    def __init__(self,
                 relative_rect: pygame.Rect,
                 manager: IUIManagerInterface,
                 container: Union[IContainerLikeInterface, None] = None,
                 parent_element: UIElement = None,
                 object_id: Union[ObjectID, str, None] = None,
                 anchors: Dict[str, str] = None,
                 visible: int = 1):

        super().__init__(relative_rect,
                         manager,
                         container,
                         starting_height=1,
                         layer_thickness=1,
                         anchors=anchors,
                         visible=visible)

        self._create_valid_ids(container=container,
                               parent_element=parent_element,
                               object_id=object_id,
                               element_id='text_entry_line')

        self.text = ""

        # theme font
        self.font = None

        self.shadow_width = None
        self.border_width = None
        self.padding = None
        self.text_surface = None
        self.cursor = None
        self.background_and_border = None
        self.text_image_rect = None
        self.text_image = None

        # colours from theme
        self.background_colour = None
        self.text_colour = None
        self.selected_text_colour = None
        self.selected_bg_colour = None
        self.border_colour = None
        self.disabled_background_colour = None
        self.disabled_border_colour = None
        self.disabled_text_colour = None
        self.padding = (0, 0)

        self.drawable_shape = None
        self.shape = 'rectangle'
        self.shape_corner_radius = None

        # input timings - I expect nobody really wants to mess with these that much
        # ideally we could populate from the os settings but that sounds like a headache
        self.key_repeat = 0.5
        self.cursor_blink_delay_after_moving_acc = 0.0
        self.cursor_blink_delay_after_moving = 1.0
        self.blink_cursor_time_acc = 0.0
        self.blink_cursor_time = 0.4

        self.double_click_timer = self.ui_manager.get_double_click_time() + 1.0

        self.start_text_offset = 0
        self.edit_position = 0
        self.select_range = [0, 0]
        self.selection_in_progress = False

        self.cursor_on = False
        self.cursor_has_moved_recently = False
        self.should_redraw = False

        # restrictions on text input
        self.allowed_characters = None
        self.forbidden_characters = None
        self.length_limit = None

        self.rebuild_from_changed_theme_data()

    def rebuild(self):
        """
        Rebuild whatever needs building.

        """
        self.set_dimensions((self.relative_rect.width, -1))

        theming_parameters = {
            'normal_bg': self.background_colour,
            'normal_border': self.border_colour,
            'disabled_bg': self.disabled_background_colour,
            'disabled_border': self.disabled_border_colour,
            'border_width': self.border_width,
            'shadow_width': self.shadow_width,
            'shape_corner_radius': self.shape_corner_radius
        }

        if self.shape == 'rectangle':
            self.drawable_shape = RectDrawableShape(self.rect,
                                                    theming_parameters,
                                                    ['normal', 'disabled'],
                                                    self.ui_manager)
        elif self.shape == 'rounded_rectangle':
            self.drawable_shape = RoundedRectangleShape(
                self.rect, theming_parameters, ['normal', 'disabled'],
                self.ui_manager)

        self.background_and_border = self.drawable_shape.get_fresh_surface()

        if self.text_image is None:
            self.text_image = pygame.surface.Surface(self.text_image_rect.size,
                                                     flags=pygame.SRCALPHA,
                                                     depth=32)

        if isinstance(self.background_colour, ColourGradient):
            self.text_image.fill(pygame.Color("#FFFFFFFF"))
            self.background_colour.apply_gradient_to_surface(self.text_image)
        else:
            self.text_image.fill(self.background_colour)

        self.set_image(self.background_and_border.copy())

        line_height = self.font.size(' ')[1]
        self.cursor = pygame.Rect(
            (self.text_image_rect.x + self.padding[0] - self.start_text_offset,
             self.text_image_rect.y + self.padding[1]), (1, line_height))

        # setup for drawing
        self.redraw()

    def set_text_length_limit(self, limit: int):
        """
        Allows a character limit to be set on the text entry element. By default there is no
        limit on the number of characters that can be entered.

        :param limit: The character limit as an integer.

        """
        self.length_limit = limit

    def get_text(self) -> str:
        """
        Gets the text in the entry line element.

        :return: A string.

        """
        return self.text

    def set_text(self, text: str):
        """
        Allows the text displayed in the text entry element to be set via code. Useful for
        setting an initial or existing value that is able to be edited.

        The string to set must be valid for the text entry element for this to work.

        :param text: The text string to set.

        """
        if self.validate_text_string(text):
            within_length_limit = True
            if self.length_limit is not None and len(text) > self.length_limit:
                within_length_limit = False
            if within_length_limit:
                self.text = text
                self.edit_position = 0
                self.should_redraw = True
            else:
                warnings.warn(
                    "Tried to set text string that is too long on text entry element"
                )
        else:
            warnings.warn(
                "Tried to set text string with invalid characters on text entry element"
            )

    def redraw(self):
        """
        Redraws the entire text entry element onto the underlying sprite image. Usually called
        when the displayed text has been edited or changed in some fashion.
        """
        if self.is_enabled:
            if isinstance(self.background_colour, ColourGradient):
                self.text_image.fill(pygame.Color("#FFFFFFFF"))
                self.background_colour.apply_gradient_to_surface(
                    self.text_image)
            else:
                self.text_image.fill(self.background_colour)
        else:
            if isinstance(self.disabled_background_colour, ColourGradient):
                self.text_image.fill(pygame.Color("#FFFFFFFF"))
                self.disabled_background_colour.apply_gradient_to_surface(
                    self.text_image)
            else:
                self.text_image.fill(self.disabled_background_colour)

        if self.select_range[0] == self.select_range[1]:
            self._redraw_unselected_text()
        else:
            self._redraw_selected_text()

        text_clip_width = (self.rect.width - (self.padding[0] * 2) -
                           (self.shape_corner_radius * 2) -
                           (self.border_width * 2) - (self.shadow_width * 2))

        width_to_edit_pos = self.font.size(self.text[:self.edit_position])[0]

        if self.start_text_offset > width_to_edit_pos:
            self.start_text_offset = width_to_edit_pos
        elif width_to_edit_pos > (self.start_text_offset + text_clip_width):
            self.start_text_offset = max(0,
                                         width_to_edit_pos - text_clip_width)
        elif width_to_edit_pos == 0:
            self.start_text_offset = 0

        if len(self.text) > 0:
            basic_blit(
                self.text_image, self.text_surface, self.padding,
                pygame.Rect(
                    (self.start_text_offset, 0),
                    (text_clip_width,
                     (self.rect.height - (self.padding[1] * 2) -
                      (self.border_width * 2) - (self.shadow_width * 2)))))

        self.redraw_cursor()

    def _redraw_unselected_text(self):
        """
        Redraw text where none has been selected by a user.
        """
        self.text_surface = render_white_text_alpha_black_bg(font=self.font,
                                                             text=self.text)
        if self.is_enabled:
            if isinstance(self.text_colour, ColourGradient):
                self.text_colour.apply_gradient_to_surface(self.text_surface)
            else:
                apply_colour_to_surface(self.text_colour, self.text_surface)
        else:
            if isinstance(self.disabled_text_colour, ColourGradient):
                self.disabled_text_colour.apply_gradient_to_surface(
                    self.text_surface)
            else:
                apply_colour_to_surface(self.disabled_text_colour,
                                        self.text_surface)

    def _redraw_selected_text(self):
        """
        Redraw text where some has been selected by a user.
        """
        low_end = min(self.select_range[0], self.select_range[1])
        high_end = max(self.select_range[0], self.select_range[1])
        pre_select_area_text = self.text[:low_end]
        select_area_text = self.text[low_end:high_end]
        post_select_area_text = self.text[high_end:]
        pre_select_area_surface = None
        post_select_area_surface = None

        overall_size = self.font.size(self.text)
        advances = [
            letter_metrics[4]
            for letter_metrics in self.font.metrics(self.text)
        ]
        pre_select_width = sum(advances[:low_end])
        select_area_width = sum(advances[low_end:high_end])

        if len(pre_select_area_text) > 0:
            pre_select_area_surface = self._draw_text_with_grad_or_col(
                pre_select_area_text, self.text_colour)

        if isinstance(self.selected_bg_colour, ColourGradient):
            select_area_surface = pygame.surface.Surface(
                (select_area_width, overall_size[1]),
                flags=pygame.SRCALPHA,
                depth=32)
            select_area_surface.fill(pygame.Color('#FFFFFFFF'))
            self.selected_bg_colour.apply_gradient_to_surface(
                select_area_surface)

            alpha_text = self._draw_text_with_grad_or_col(
                select_area_text, self.selected_text_colour)

            basic_blit(select_area_surface, alpha_text, (0, 0))
        else:
            if isinstance(self.selected_text_colour, ColourGradient):
                select_area_surface = pygame.surface.Surface(
                    (select_area_width, overall_size[1]),
                    flags=pygame.SRCALPHA,
                    depth=32)
                select_area_surface.fill(self.selected_bg_colour)

                alpha_text = render_white_text_alpha_black_bg(
                    font=self.font, text=select_area_text)
                self.selected_text_colour.apply_gradient_to_surface(alpha_text)
                basic_blit(select_area_surface, alpha_text, (0, 0))

            else:
                select_area_surface = self.font.render(
                    select_area_text, True, self.selected_text_colour,
                    self.selected_bg_colour).convert_alpha()
        if len(post_select_area_text) > 0:
            post_select_area_surface = self._draw_text_with_grad_or_col(
                post_select_area_text, self.text_colour)

        self.text_surface = pygame.surface.Surface(overall_size,
                                                   flags=pygame.SRCALPHA,
                                                   depth=32)

        if isinstance(self.background_colour, ColourGradient):
            self.text_image.fill(pygame.Color("#FFFFFFFF"))
            self.background_colour.apply_gradient_to_surface(self.text_image)
        else:
            self.text_image.fill(self.background_colour)

        if pre_select_area_surface is not None:
            basic_blit(self.text_surface, pre_select_area_surface, (0, 0))

        basic_blit(self.text_surface, select_area_surface,
                   (pre_select_width, 0))

        if post_select_area_surface is not None:
            basic_blit(self.text_surface, post_select_area_surface,
                       (pre_select_width + select_area_width, 0))

    def _draw_text_with_grad_or_col(
        self, text: str, col_or_grad: Union[ColourGradient, pygame.Color]
    ) -> pygame.surface.Surface:
        """
        Draw text to a surface using either a colour or gradient.

        :param text: The text to render.
        :param col_or_grad: A colour or a colour gradient.

        :return: A surface with the text on.

        """
        text_surface = render_white_text_alpha_black_bg(font=self.font,
                                                        text=text)
        if isinstance(col_or_grad, ColourGradient):
            col_or_grad.apply_gradient_to_surface(text_surface)
        else:
            apply_colour_to_surface(col_or_grad, text_surface)
        return text_surface

    def redraw_cursor(self):
        """
        Redraws only the blinking edit cursor. This allows us to blink the cursor on and off
        without spending time redrawing all the text.
        """
        new_image = self.background_and_border.copy()
        basic_blit(new_image, self.text_image, self.text_image_rect)
        if self.cursor_on and self.is_enabled:
            cursor_len_str = self.text[:self.edit_position]
            cursor_size = self.font.size(cursor_len_str)
            self.cursor.x = (cursor_size[0] + self.text_image_rect.x +
                             self.padding[0] - self.start_text_offset)

            if not isinstance(self.text_colour, ColourGradient):
                pygame.draw.rect(new_image, self.text_colour, self.cursor)
            else:
                cursor_surface = pygame.surface.Surface(self.cursor.size,
                                                        flags=pygame.SRCALPHA,
                                                        depth=32)
                cursor_surface.fill(pygame.Color('#FFFFFFFF'))
                self.text_colour.apply_gradient_to_surface(cursor_surface)
                basic_blit(new_image, cursor_surface, self.cursor)

        self.set_image(new_image)

    def update(self, time_delta: float):
        """
        Called every update loop of our UI Manager. Largely handles text drag selection and
        making sure our edit cursor blinks on and off.

        :param time_delta: The time in seconds between this update method call and the previous one.

        """
        super().update(time_delta)

        if not self.alive():
            return
        if self.double_click_timer < self.ui_manager.get_double_click_time():
            self.double_click_timer += time_delta
        if self.selection_in_progress:
            mouse_x, _ = self.ui_manager.get_mouse_position()
            select_end_pos = self.find_edit_position_from_pixel_pos(
                self.start_text_offset + mouse_x)
            new_range = [self.select_range[0], select_end_pos]

            if new_range[0] != self.select_range[0] or new_range[
                    1] != self.select_range[1]:
                self.select_range[0] = new_range[0]
                self.select_range[1] = new_range[1]
                self.edit_position = self.select_range[1]
                self.cursor_has_moved_recently = True

        if self.cursor_has_moved_recently:
            self.cursor_has_moved_recently = False
            self.cursor_blink_delay_after_moving_acc = 0.0
            self.cursor_on = True
            self.should_redraw = True

        if self.should_redraw:
            self.should_redraw = False
            self.redraw()

        if self.cursor_blink_delay_after_moving_acc > self.cursor_blink_delay_after_moving:
            if self.blink_cursor_time_acc >= self.blink_cursor_time:
                self.blink_cursor_time_acc = 0.0
                if self.cursor_on:
                    self.cursor_on = False
                    self.redraw_cursor()
                elif self.is_focused:
                    self.cursor_on = True
                    self.redraw_cursor()
            else:
                self.blink_cursor_time_acc += time_delta
        else:
            self.cursor_blink_delay_after_moving_acc += time_delta

    def unfocus(self):
        """
        Called when this element is no longer the current focus.
        """
        super().unfocus()
        pygame.key.set_repeat(0)
        self.select_range = [0, 0]
        self.edit_position = 0
        self.cursor_on = False
        self.redraw()

    def focus(self):
        """
        Called when we 'select focus' on this element. In this case it sets up the keyboard to
        repeat held key presses, useful for natural feeling keyboard input.
        """
        super().focus()
        pygame.key.set_repeat(500, 25)
        self.redraw()

    def process_event(self, event: pygame.event.Event) -> bool:
        """
        Allows the text entry box to react to input events, which is it's primary function.
        The entry element reacts to various types of mouse clicks (double click selecting words,
        drag select), keyboard combos (CTRL+C, CTRL+V, CTRL+X, CTRL+A), individual editing keys
        (Backspace, Delete, Left & Right arrows) and other keys for inputting letters, symbols
        and numbers.

        :param event: The current event to consider reacting to.

        :return: Returns True if we've done something with the input event.

        """
        consumed_event = False

        initial_text_state = self.text
        if self._process_mouse_button_event(event):
            consumed_event = True
        if self.is_enabled and self.is_focused and event.type == pygame.KEYDOWN:
            if self._process_keyboard_shortcut_event(event):
                consumed_event = True
            elif self._process_action_key_event(event):
                consumed_event = True
            elif self._process_text_entry_key(event):
                consumed_event = True

        if self.text != initial_text_state:
            event_data = {
                'user_type': UI_TEXT_ENTRY_CHANGED,
                'text': self.text,
                'ui_element': self,
                'ui_object_id': self.most_specific_combined_id
            }
            pygame.event.post(pygame.event.Event(pygame.USEREVENT, event_data))
        return consumed_event

    def _process_text_entry_key(self, event: pygame.event.Event) -> bool:
        """
        Process key input that can be added to the text entry text.

        :param event: The event to process.

        :return: True if consumed.
        """
        consumed_event = False
        within_length_limit = True
        if (self.length_limit is not None and
            (len(self.text) - abs(self.select_range[0] - self.select_range[1]))
                >= self.length_limit):
            within_length_limit = False
        if within_length_limit:
            character = event.unicode
            char_metrics = self.font.metrics(character)
            if len(char_metrics) > 0 and char_metrics[0] is not None:
                valid_character = True
                if (self.allowed_characters is not None
                        and character not in self.allowed_characters):
                    valid_character = False
                if (self.forbidden_characters is not None
                        and character in self.forbidden_characters):
                    valid_character = False
                if valid_character:
                    if abs(self.select_range[0] - self.select_range[1]) > 0:
                        low_end = min(self.select_range[0],
                                      self.select_range[1])
                        high_end = max(self.select_range[0],
                                       self.select_range[1])
                        self.text = self.text[:low_end] + character + self.text[
                            high_end:]
                        self.edit_position = low_end + 1
                        self.select_range = [0, 0]
                    else:
                        start_str = self.text[:self.edit_position]
                        end_str = self.text[self.edit_position:]
                        self.text = start_str + character + end_str
                        self.edit_position += 1
                    self.cursor_has_moved_recently = True
                    consumed_event = True
        return consumed_event

    def _process_action_key_event(self, event: pygame.event.Event) -> bool:
        """
        Check if event is one of the keys that triggers an action like deleting, or moving
        the edit position.

        :param event: The event to check.

        :return: True if event is consumed.

        """
        consumed_event = False
        if event.key == pygame.K_RETURN:
            event_data = {
                'user_type': UI_TEXT_ENTRY_FINISHED,
                'text': self.text,
                'ui_element': self,
                'ui_object_id': self.most_specific_combined_id
            }
            pygame.event.post(pygame.event.Event(pygame.USEREVENT, event_data))
            consumed_event = True
        elif event.key == pygame.K_BACKSPACE:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                self.text = self.text[:low_end] + self.text[high_end:]
                self.edit_position = low_end
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
            elif self.edit_position > 0:
                if self.start_text_offset > 0:
                    self.start_text_offset -= self.font.size(
                        self.text[self.edit_position - 1])[0]
                self.text = self.text[:self.edit_position -
                                      1] + self.text[self.edit_position:]
                self.edit_position -= 1
                self.cursor_has_moved_recently = True
            consumed_event = True
        elif event.key == pygame.K_DELETE:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                self.text = self.text[:low_end] + self.text[high_end:]
                self.edit_position = low_end
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
            elif self.edit_position < len(self.text):
                self.text = self.text[:self.edit_position] + self.text[
                    self.edit_position + 1:]
                self.edit_position = self.edit_position
                self.cursor_has_moved_recently = True
            consumed_event = True
        elif self._process_edit_pos_move_key(event):
            consumed_event = True

        return consumed_event

    def _process_edit_pos_move_key(self, event: pygame.event.Event) -> bool:
        """
        Process an action key that is moving the cursor edit position.

        :param event: The event to process.

        :return: True if event is consumed.

        """
        consumed_event = False
        if event.key == pygame.K_LEFT:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                self.edit_position = min(self.select_range[0],
                                         self.select_range[1])
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
            elif self.edit_position > 0:
                self.edit_position -= 1
                self.cursor_has_moved_recently = True
            consumed_event = True
        elif event.key == pygame.K_RIGHT:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                self.edit_position = max(self.select_range[0],
                                         self.select_range[1])
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
            elif self.edit_position < len(self.text):
                self.edit_position += 1
                self.cursor_has_moved_recently = True
            consumed_event = True
        return consumed_event

    def _process_keyboard_shortcut_event(self,
                                         event: pygame.event.Event) -> bool:
        """
        Check if event is one of the CTRL key keyboard shortcuts.

        :param event: event to process.

        :return: True if event consumed.

        """
        consumed_event = False
        if event.key == pygame.K_a and event.mod & pygame.KMOD_CTRL:
            self.select_range = [0, len(self.text)]
            self.edit_position = len(self.text)
            self.cursor_has_moved_recently = True
            consumed_event = True
        elif event.key == pygame.K_x and event.mod & pygame.KMOD_CTRL:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                clipboard_copy(self.text[low_end:high_end])
                self.text = self.text[:low_end] + self.text[high_end:]
                self.edit_position = low_end
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
                consumed_event = True
        elif event.key == pygame.K_c and event.mod & pygame.KMOD_CTRL:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                clipboard_copy(self.text[low_end:high_end])
                consumed_event = True
        elif self._process_paste_event(event):
            consumed_event = True
        return consumed_event

    def _process_paste_event(self, event: pygame.event.Event) -> bool:
        """
        Process a paste shortcut event. (CTRL+ V)

        :param event: The event to process.

        :return: True if the event is consumed.

        """
        consumed_event = False
        if event.key == pygame.K_v and event.mod & pygame.KMOD_CTRL:
            new_text = clipboard_paste()
            if self.validate_text_string(new_text):
                if abs(self.select_range[0] - self.select_range[1]) > 0:
                    low_end = min(self.select_range[0], self.select_range[1])
                    high_end = max(self.select_range[0], self.select_range[1])
                    final_text = self.text[:low_end] + new_text + self.text[
                        high_end:]
                    within_length_limit = True
                    if self.length_limit is not None and len(
                            final_text) > self.length_limit:
                        within_length_limit = False
                    if within_length_limit:
                        self.text = final_text
                        self.edit_position = low_end + len(new_text)
                        self.select_range = [0, 0]
                        self.cursor_has_moved_recently = True
                elif len(new_text) > 0:
                    final_text = (self.text[:self.edit_position] + new_text +
                                  self.text[self.edit_position:])
                    within_length_limit = True
                    if self.length_limit is not None and len(
                            final_text) > self.length_limit:
                        within_length_limit = False
                    if within_length_limit:
                        self.text = final_text
                        self.edit_position += len(new_text)
                        self.cursor_has_moved_recently = True
                consumed_event = True
        return consumed_event

    def _process_mouse_button_event(self, event: pygame.event.Event) -> bool:
        """
        Process a mouse button event.

        :param event: Event to process.

        :return: True if we consumed the mouse event.

        """
        consumed_event = False
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == pygame.BUTTON_LEFT:
            scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position(
                event.pos)
            if self.hover_point(scaled_mouse_pos[0], scaled_mouse_pos[1]):
                if self.is_enabled:
                    pixel_x_pos = self.start_text_offset + scaled_mouse_pos[0]
                    self.edit_position = self.find_edit_position_from_pixel_pos(
                        pixel_x_pos)

                    if self.double_click_timer < self.ui_manager.get_double_click_time(
                    ):
                        self._calculate_double_click_word_selection()
                    else:
                        self.select_range[0] = self.edit_position
                        self.select_range[1] = self.edit_position
                        self.cursor_has_moved_recently = True
                        self.selection_in_progress = True
                        self.double_click_timer = 0.0

                consumed_event = True
        if (event.type == pygame.MOUSEBUTTONUP
                and event.button == pygame.BUTTON_LEFT
                and self.selection_in_progress):
            scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position(
                event.pos)
            if self.drawable_shape.collide_point(scaled_mouse_pos):
                consumed_event = True
                pixel_x_pos = self.start_text_offset + scaled_mouse_pos[0]
                new_edit_pos = self.find_edit_position_from_pixel_pos(
                    pixel_x_pos)
                if new_edit_pos != self.edit_position:
                    self.edit_position = new_edit_pos
                    self.cursor_has_moved_recently = True
                    self.select_range[1] = self.edit_position
            self.selection_in_progress = False
        return consumed_event

    def _calculate_double_click_word_selection(self):
        """
        If we double clicked on a word in the text, select that word.

        """
        if self.edit_position != self.select_range[0]:
            return
        index = min(self.edit_position, len(self.text) - 1)
        if index > 0:
            char = self.text[index]
            # Check we clicked in the same place on a our second click.
            pattern = re.compile(r"[\w']+")
            while not pattern.match(char):
                index -= 1
                if index > 0:
                    char = self.text[index]
                else:
                    break
            while pattern.match(char):
                index -= 1
                if index > 0:
                    char = self.text[index]
                else:
                    break
            start_select_index = index + 1 if index > 0 else index
            index += 1
            char = self.text[index]
            while index < len(self.text) and pattern.match(char):
                index += 1
                if index < len(self.text):
                    char = self.text[index]
            end_select_index = index

            self.select_range[0] = start_select_index
            self.select_range[1] = end_select_index
            self.edit_position = end_select_index
            self.cursor_has_moved_recently = True
            self.selection_in_progress = False

    def find_edit_position_from_pixel_pos(self, pixel_pos: int) -> int:
        """
        Locates the correct position to move the edit cursor to, when reacting to a mouse click
        inside the text entry element.

        :param pixel_pos: The x position of our click after being adjusted for text in our box
                          scrolling off-screen.

        """
        start_pos = (self.rect.x + self.border_width + self.shadow_width +
                     self.shape_corner_radius + self.padding[0])
        acc_pos = start_pos
        index = 0
        for char in self.text:
            x_width = self.font.size(char)[0]

            if acc_pos + (x_width / 2) > pixel_pos:
                break

            index += 1
            acc_pos += x_width
        return index

    def set_allowed_characters(self, allowed_characters: Union[str,
                                                               List[str]]):
        """
        Sets a whitelist of characters that will be the only ones allowed in our text entry
        element. We can either set the list directly, or request one of the already existing
        lists by a string identifier. The currently supported lists for allowed characters are:

        - 'numbers'

        :param allowed_characters: The characters to allow, either in a list form or one of the
                                   supported string ids.

        """
        if isinstance(allowed_characters, str):
            if allowed_characters == 'numbers':
                self.allowed_characters = UITextEntryLine._number_character_set
            else:
                warnings.warn(
                    'Trying to set allowed characters by type string, but no match: '
                    'did you mean to use a list?')

        else:
            self.allowed_characters = allowed_characters.copy()

    def set_forbidden_characters(self, forbidden_characters: Union[str,
                                                                   List[str]]):
        """
        Sets a blacklist of characters that will be banned from our text entry element.
        We can either set the list directly, or request one of the already existing lists by a
        string identifier. The currently supported lists for forbidden characters are:

        - 'numbers'
        - 'forbidden_file_path'

        :param forbidden_characters: The characters to forbid, either in a list form or one of
                                     the supported string ids.

        """
        if isinstance(forbidden_characters, str):
            if forbidden_characters == 'numbers':
                self.forbidden_characters = UITextEntryLine._number_character_set
            elif forbidden_characters == 'forbidden_file_path':
                self.forbidden_characters = UITextEntryLine._forbidden_file_path_characters
            else:
                warnings.warn(
                    'Trying to set forbidden characters by type string, but no match: '
                    'did you mean to use a list?')

        else:
            self.forbidden_characters = forbidden_characters.copy()

    def validate_text_string(self, text_to_validate: str) -> bool:
        """
        Checks a string of text to see if any of it's characters don't meet the requirements of
        the allowed and forbidden character sets.

        :param text_to_validate: The text string to check.

        """
        is_valid = True
        if self.forbidden_characters is not None:
            for character in text_to_validate:
                if character in self.forbidden_characters:
                    is_valid = False

        if is_valid and self.allowed_characters is not None:
            for character in text_to_validate:
                if character not in self.allowed_characters:
                    is_valid = False

        return is_valid

    def rebuild_from_changed_theme_data(self):
        """
        Called by the UIManager to check the theming data and rebuild whatever needs rebuilding
        for this element when the theme data has changed.
        """
        super().rebuild_from_changed_theme_data()
        has_any_changed = False

        font = self.ui_theme.get_font(self.combined_element_ids)
        if font != self.font:
            self.font = font
            has_any_changed = True

        if self._check_misc_theme_data_changed(
                attribute_name='shape',
                default_value='rectangle',
                casting_func=str,
                allowed_values=['rectangle', 'rounded_rectangle']):
            has_any_changed = True

        if self._check_shape_theming_changed(defaults={
                'border_width': 1,
                'shadow_width': 2,
                'shape_corner_radius': 2
        }):
            has_any_changed = True

        def tuple_extract(str_data: str) -> Tuple[int, int]:
            return int(str_data.split(',')[0]), int(str_data.split(',')[1])

        if self._check_misc_theme_data_changed(attribute_name='padding',
                                               default_value=(2, 2),
                                               casting_func=tuple_extract):
            has_any_changed = True

        if self._check_theme_colours_changed():
            has_any_changed = True

        if has_any_changed:
            self.rebuild()

    def _check_theme_colours_changed(self):
        """
        Check if any colours have changed in the theme.

        :return: colour has changed.

        """
        has_any_changed = False
        background_colour = self.ui_theme.get_colour_or_gradient(
            'dark_bg', self.combined_element_ids)
        if background_colour != self.background_colour:
            self.background_colour = background_colour
            has_any_changed = True
        border_colour = self.ui_theme.get_colour_or_gradient(
            'normal_border', self.combined_element_ids)
        if border_colour != self.border_colour:
            self.border_colour = border_colour
            has_any_changed = True
        text_colour = self.ui_theme.get_colour_or_gradient(
            'normal_text', self.combined_element_ids)
        if text_colour != self.text_colour:
            self.text_colour = text_colour
            has_any_changed = True
        selected_text_colour = self.ui_theme.get_colour_or_gradient(
            'selected_text', self.combined_element_ids)
        if selected_text_colour != self.selected_text_colour:
            self.selected_text_colour = selected_text_colour
            has_any_changed = True
        selected_bg_colour = self.ui_theme.get_colour_or_gradient(
            'selected_bg', self.combined_element_ids)
        if selected_bg_colour != self.selected_bg_colour:
            self.selected_bg_colour = selected_bg_colour
            has_any_changed = True

        disabled_background_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_dark_bg', self.combined_element_ids)
        if disabled_background_colour != self.disabled_background_colour:
            self.disabled_background_colour = disabled_background_colour
            has_any_changed = True

        disabled_border_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_border', self.combined_element_ids)
        if disabled_border_colour != self.disabled_border_colour:
            self.disabled_border_colour = disabled_border_colour
            has_any_changed = True

        disabled_text_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_text', self.combined_element_ids)
        if disabled_text_colour != self.disabled_text_colour:
            self.disabled_text_colour = disabled_text_colour
            has_any_changed = True

        return has_any_changed

    def set_dimensions(self, dimensions: Union[pygame.math.Vector2,
                                               Tuple[int, int], Tuple[float,
                                                                      float]]):
        """
        Will allow us to change the width of the text entry line, but not it's height which is
        determined by the height of the font.

        :param dimensions: The dimensions to set. Only the first, the width, will actually be used.

        """
        corrected_dimensions = [int(dimensions[0]), int(dimensions[1])]
        line_height = self.font.size(' ')[1]
        corrected_dimensions[1] = int(line_height + (2 * self.padding[1]) +
                                      (2 * self.border_width) +
                                      (2 * self.shadow_width))
        super().set_dimensions(
            (corrected_dimensions[0], corrected_dimensions[1]))

        self.text_image_rect = pygame.Rect(
            (self.border_width + self.shadow_width + self.shape_corner_radius,
             self.border_width + self.shadow_width),
            (self.relative_rect.width - (self.border_width * 2) -
             (self.shadow_width * 2) -
             (2 * self.shape_corner_radius), self.relative_rect.height -
             (self.border_width * 2) - (self.shadow_width * 2)))

        if self.drawable_shape is not None:
            self.background_and_border = self.drawable_shape.get_fresh_surface(
            )
            self.text_image = pygame.surface.Surface(self.text_image_rect.size,
                                                     flags=pygame.SRCALPHA,
                                                     depth=32)
            self.redraw()

    def disable(self):
        """
        Disables the button so that it is no longer interactive.
        """
        if self.is_enabled:
            self.is_enabled = False

            # clear state
            self.is_focused = False
            self.selection_in_progress = False
            self.cursor_on = False
            self.cursor_has_moved_recently = False

            self.drawable_shape.set_active_state('disabled')
            self.background_and_border = self.drawable_shape.get_surface(
                'disabled')
            self.edit_position = 0
            self.select_range = [0, 0]
            self.redraw()

    def enable(self):
        """
        Re-enables the button so we can once again interact with it.
        """
        if not self.is_enabled:
            self.is_enabled = True
            self.drawable_shape.set_active_state('normal')
            self.background_and_border = self.drawable_shape.get_surface(
                'normal')
            self.redraw()
class UIHorizontalSlider(UIElement):
    """
    A horizontal slider is intended to help users adjust values within a range, for example a
    volume control.

    :param relative_rect: A rectangle describing the position and dimensions of the element.
    :param start_value: The value to start the slider at.
    :param value_range: The full range of values.
    :param manager: The UIManager that manages this element.
    :param container: The container that this element is within. If set to None will be the root
                      window's container.
    :param parent_element: The element this element 'belongs to' in the theming hierarchy.
    :param object_id: A custom defined ID for fine tuning of theming.
    :param anchors: A dictionary describing what this element's relative_rect is relative to.
    :param visible: Whether the element is visible by default. Warning - container visibility
                    may override this.
    :param click_increment: the amount to increment by when clicking one of the arrow buttons.
    """
    def __init__(self,
                 relative_rect: pygame.Rect,
                 start_value: Union[float, int],
                 value_range: Tuple[Union[float, int], Union[float, int]],
                 manager: IUIManagerInterface,
                 container: Union[IContainerLikeInterface, None] = None,
                 parent_element: UIElement = None,
                 object_id: Union[ObjectID, str, None] = None,
                 anchors: Dict[str, str] = None,
                 visible: int = 1,
                 click_increment: Union[float, int] = 1):

        super().__init__(relative_rect,
                         manager,
                         container,
                         layer_thickness=2,
                         starting_height=1,
                         anchors=anchors,
                         visible=visible)

        self._create_valid_ids(container=container,
                               parent_element=parent_element,
                               object_id=object_id,
                               element_id='horizontal_slider')

        self.default_button_width = 20
        self.arrow_button_width = self.default_button_width
        self.sliding_button_width = self.default_button_width
        self.current_percentage = 0.5
        self.left_limit_position = 0.0
        self.starting_grab_x_difference = 0

        if (isinstance(start_value, int) and isinstance(value_range[0], int)
                and isinstance(value_range[1], int)):
            self.use_integers_for_value = True
        else:
            self.use_integers_for_value = False
        self.value_range = value_range
        value_range_length = self.value_range[1] - self.value_range[0]

        self.current_value = self.value_range[0] + (self.current_percentage *
                                                    value_range_length)
        if self.use_integers_for_value:
            self.current_value = int(self.current_value)

        self.grabbed_slider = False
        self.has_moved_recently = False
        self.has_been_moved_by_user_recently = False

        self.background_colour = None
        self.border_colour = None
        self.disabled_border_colour = None
        self.disabled_background_colour = None

        self.border_width = None
        self.shadow_width = None

        self.drawable_shape = None
        self.shape = 'rectangle'
        self.shape_corner_radius = None

        self.background_rect = None  # type: Optional[pygame.Rect]

        self.scrollable_width = None
        self.right_limit_position = None
        self.scroll_position = None

        self.left_button = None
        self.right_button = None
        self.sliding_button = None
        self.enable_arrow_buttons = True

        self.button_container = None

        self.button_held_repeat_time = 0.2
        self.button_held_repeat_acc = 0.0

        self.increment = click_increment

        self.rebuild_from_changed_theme_data()

        sliding_x_pos = int(self.background_rect.width / 2 -
                            self.sliding_button_width / 2)
        self.sliding_button = UIButton(pygame.Rect(
            (sliding_x_pos, 0),
            (self.sliding_button_width, self.background_rect.height)),
                                       '',
                                       self.ui_manager,
                                       container=self.button_container,
                                       starting_height=1,
                                       parent_element=self,
                                       object_id=ObjectID(
                                           object_id='#sliding_button',
                                           class_id='None'),
                                       anchors={
                                           'left': 'left',
                                           'right': 'left',
                                           'top': 'top',
                                           'bottom': 'bottom'
                                       },
                                       visible=self.visible)

        self.sliding_button.set_hold_range((self.background_rect.width, 100))

        self.set_current_value(start_value)

    def rebuild(self):
        """
        Rebuild anything that might need rebuilding.

        """
        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect = pygame.Rect(
            (border_and_shadow + self.relative_rect.x,
             border_and_shadow + self.relative_rect.y),
            (self.relative_rect.width - (2 * border_and_shadow),
             self.relative_rect.height - (2 * border_and_shadow)))

        theming_parameters = {
            'normal_bg': self.background_colour,
            'normal_border': self.border_colour,
            'disabled_bg': self.disabled_background_colour,
            'disabled_border': self.disabled_border_colour,
            'border_width': self.border_width,
            'shadow_width': self.shadow_width,
            'shape_corner_radius': self.shape_corner_radius
        }

        if self.shape == 'rectangle':
            self.drawable_shape = RectDrawableShape(self.rect,
                                                    theming_parameters,
                                                    ['normal', 'disabled'],
                                                    self.ui_manager)
        elif self.shape == 'rounded_rectangle':
            self.drawable_shape = RoundedRectangleShape(
                self.rect, theming_parameters, ['normal', 'disabled'],
                self.ui_manager)

        self.set_image(self.drawable_shape.get_fresh_surface())

        if self.button_container is None:
            self.button_container = UIContainer(
                self.background_rect,
                manager=self.ui_manager,
                container=self.ui_container,
                anchors=self.anchors,
                object_id='#horiz_scrollbar_buttons_container',
                visible=self.visible)
        else:
            self.button_container.set_dimensions(self.background_rect.size)
            self.button_container.set_relative_position(
                self.background_rect.topleft)

        # Things below here depend on theme data so need to be updated on a rebuild
        if self.enable_arrow_buttons:
            self.arrow_button_width = self.default_button_width

            if self.left_button is None:
                self.left_button = UIButton(pygame.Rect(
                    (0, 0),
                    (self.arrow_button_width, self.background_rect.height)),
                                            '◀',
                                            self.ui_manager,
                                            container=self.button_container,
                                            starting_height=1,
                                            parent_element=self,
                                            object_id=ObjectID(
                                                "#left_button",
                                                "@arrow_button"),
                                            anchors={
                                                'left': 'left',
                                                'right': 'left',
                                                'top': 'top',
                                                'bottom': 'bottom'
                                            },
                                            visible=self.visible)

            if self.right_button is None:
                self.right_button = UIButton(pygame.Rect(
                    (-self.arrow_button_width, 0),
                    (self.arrow_button_width, self.background_rect.height)),
                                             '▶',
                                             self.ui_manager,
                                             container=self.button_container,
                                             starting_height=1,
                                             parent_element=self,
                                             object_id=ObjectID(
                                                 "#right_button",
                                                 "@arrow_button"),
                                             anchors={
                                                 'left': 'right',
                                                 'right': 'right',
                                                 'top': 'top',
                                                 'bottom': 'bottom'
                                             },
                                             visible=self.visible)

        else:
            self.arrow_button_width = 0
            if self.left_button is not None:
                self.left_button.kill()
                self.left_button = None
            if self.right_button is not None:
                self.right_button.kill()
                self.right_button = None

        self.scrollable_width = (self.background_rect.width -
                                 self.sliding_button_width -
                                 (2 * self.arrow_button_width))
        self.right_limit_position = self.scrollable_width
        self.scroll_position = self.scrollable_width / 2

        if self.sliding_button is not None:
            sliding_x_pos = int((self.background_rect.width / 2) -
                                (self.sliding_button_width / 2))
            self.sliding_button.set_relative_position((sliding_x_pos, 0))
            self.sliding_button.set_dimensions(
                (self.sliding_button_width, self.background_rect.height))
            self.sliding_button.set_hold_range(
                (self.background_rect.width, 100))
            self.set_current_value(self.current_value, False)

    def kill(self):
        """
        Overrides the normal sprite kill() method to also kill the button elements that help make
        up the slider.

        """
        self.button_container.kill()
        super().kill()

    def update(self, time_delta: float):
        """
        Takes care of actually moving the slider based on interactions reported by the buttons or
        based on movement of the mouse if we are gripping the slider itself.

        :param time_delta: the time in seconds between calls to update.

        """
        super().update(time_delta)

        if not (self.alive() and self.is_enabled):
            return
        moved_this_frame = False
        moved_this_frame = self._update_arrow_buttons(moved_this_frame,
                                                      time_delta)

        mouse_x, mouse_y = self.ui_manager.get_mouse_position()
        if self.sliding_button.held and self.sliding_button.in_hold_range(
            (mouse_x, mouse_y)):
            if not self.grabbed_slider:
                self.grabbed_slider = True
                real_scroll_pos = self.sliding_button.rect.left
                self.starting_grab_x_difference = mouse_x - real_scroll_pos

            real_scroll_pos = self.sliding_button.rect.left
            current_grab_difference = mouse_x - real_scroll_pos
            adjustment_required = current_grab_difference - self.starting_grab_x_difference
            self.scroll_position = self.scroll_position + adjustment_required

            self.scroll_position = min(
                max(self.scroll_position, self.left_limit_position),
                self.right_limit_position)
            x_pos = (self.scroll_position + self.arrow_button_width)
            y_pos = 0
            self.sliding_button.set_relative_position((x_pos, y_pos))

            moved_this_frame = True
        elif not self.sliding_button.held:
            self.grabbed_slider = False

        if moved_this_frame:
            self.current_percentage = self.scroll_position / self.scrollable_width
            self.current_value = self.value_range[0] + (
                self.current_percentage *
                (self.value_range[1] - self.value_range[0]))
            if self.use_integers_for_value:
                self.current_value = int(self.current_value)
            if not self.has_moved_recently:
                self.has_moved_recently = True

            if not self.has_been_moved_by_user_recently:
                self.has_been_moved_by_user_recently = True

            # old event - to be removed in 0.8.0
            event_data = {
                'user_type': OldType(UI_HORIZONTAL_SLIDER_MOVED),
                'value': self.current_value,
                'ui_element': self,
                'ui_object_id': self.most_specific_combined_id
            }
            pygame.event.post(pygame.event.Event(pygame.USEREVENT, event_data))

            # new event
            event_data = {
                'value': self.current_value,
                'ui_element': self,
                'ui_object_id': self.most_specific_combined_id
            }
            pygame.event.post(
                pygame.event.Event(UI_HORIZONTAL_SLIDER_MOVED, event_data))

    def _update_arrow_buttons(self, moved_this_frame, time_delta):
        if self.left_button is not None and (
                self.left_button.held
                and self.scroll_position > self.left_limit_position):

            if self.button_held_repeat_acc > self.button_held_repeat_time:
                self.scroll_position -= (250.0 * time_delta)
                self.scroll_position = max(self.scroll_position,
                                           self.left_limit_position)
                x_pos = (self.scroll_position + self.arrow_button_width)
                y_pos = 0
                self.sliding_button.set_relative_position((x_pos, y_pos))
                moved_this_frame = True
            else:
                self.button_held_repeat_acc += time_delta
        elif self.right_button is not None and (
                self.right_button.held
                and self.scroll_position < self.right_limit_position):
            if self.button_held_repeat_acc > self.button_held_repeat_time:
                self.scroll_position += (250.0 * time_delta)
                self.scroll_position = min(self.scroll_position,
                                           self.right_limit_position)
                x_pos = (self.scroll_position + self.arrow_button_width)
                y_pos = 0
                self.sliding_button.set_relative_position((x_pos, y_pos))
                moved_this_frame = True
            else:
                self.button_held_repeat_acc += time_delta
        else:
            self.button_held_repeat_acc = 0.0
        return moved_this_frame

    def process_event(self, event: pygame.event.Event) -> bool:
        processed_event = False
        if event.type == UI_BUTTON_PRESSED:
            if (event.ui_element in [self.left_button, self.right_button] and
                    self.button_held_repeat_acc < self.button_held_repeat_time
                    and (self.value_range[0] <= self.get_current_value() <=
                         self.value_range[1])):
                old_value = self.get_current_value()
                new_value = (old_value - self.increment if event.ui_element
                             == self.left_button else old_value +
                             self.increment)
                self.set_current_value(new_value, False)
                processed_event = True
                event_data = {
                    'value': self.current_value,
                    'ui_element': self,
                    'ui_object_id': self.most_specific_combined_id
                }
                pygame.event.post(
                    pygame.event.Event(UI_HORIZONTAL_SLIDER_MOVED, event_data))

        return processed_event

    def get_current_value(self) -> Union[float, int]:
        """
        Gets the current value the slider is set to.

        :return: The current value recorded by the slider.

        """
        self.has_moved_recently = False
        self.has_been_moved_by_user_recently = False
        return self.current_value

    def set_current_value(self, value: Union[float, int], warn: bool = True):
        """
        Sets the value of the slider, which will move the position of the slider to match. Will
        issue a warning if the value set is not in the value range.

        :param value: The value to set.
        :param warn: set to false to suppress the default warning,
                     instead the value will be clamped.

        """
        if self.use_integers_for_value:
            value = int(value)

        min_value = min(self.value_range[0], self.value_range[1])
        max_value = max(self.value_range[0], self.value_range[1])
        if value < min_value or value > max_value:
            if warn:
                warnings.warn('value not in range', UserWarning)
                return
            else:
                self.current_value = max(min(value, max_value), min_value)
        else:
            self.current_value = value

        value_range_size = (self.value_range[1] - self.value_range[0])
        if value_range_size != 0:
            self.current_percentage = (float(self.current_value) -
                                       self.value_range[0]) / value_range_size
            self.scroll_position = self.scrollable_width * self.current_percentage

            x_pos = (self.scroll_position + self.arrow_button_width)
            y_pos = 0
            self.sliding_button.set_relative_position((x_pos, y_pos))
            self.has_moved_recently = True

    def rebuild_from_changed_theme_data(self):
        """
        Called by the UIManager to check the theming data and rebuild whatever needs rebuilding for
        this element when the theme data has changed.
        """
        super().rebuild_from_changed_theme_data()
        has_any_changed = False

        if self._check_misc_theme_data_changed(
                attribute_name='shape',
                default_value='rectangle',
                casting_func=str,
                allowed_values=['rectangle', 'rounded_rectangle']):
            has_any_changed = True

        if self._check_shape_theming_changed(defaults={
                'border_width': 1,
                'shadow_width': 2,
                'shape_corner_radius': 2
        }):
            has_any_changed = True

        background_colour = self.ui_theme.get_colour_or_gradient(
            'dark_bg', self.combined_element_ids)
        if background_colour != self.background_colour:
            self.background_colour = background_colour
            has_any_changed = True

        border_colour = self.ui_theme.get_colour_or_gradient(
            'normal_border', self.combined_element_ids)
        if border_colour != self.border_colour:
            self.border_colour = border_colour
            has_any_changed = True

        disabled_background_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_dark_bg', self.combined_element_ids)
        if disabled_background_colour != self.disabled_background_colour:
            self.disabled_background_colour = disabled_background_colour
            has_any_changed = True

        disabled_border_colour = self.ui_theme.get_colour_or_gradient(
            'disabled_border', self.combined_element_ids)
        if disabled_border_colour != self.disabled_border_colour:
            self.disabled_border_colour = disabled_border_colour
            has_any_changed = True

        def parse_to_bool(str_data: str):
            return bool(int(str_data))

        if self._check_misc_theme_data_changed(
                attribute_name='enable_arrow_buttons',
                default_value=True,
                casting_func=parse_to_bool):
            has_any_changed = True

        if self._check_misc_theme_data_changed(
                attribute_name='sliding_button_width',
                default_value=self.default_button_width,
                casting_func=int):
            has_any_changed = True

        if has_any_changed:
            self.rebuild()

    def set_position(self, position: Union[pygame.math.Vector2,
                                           Tuple[int, int], Tuple[float,
                                                                  float]]):
        """
        Sets the absolute screen position of this slider, updating all subordinate button elements
        at the same time.

        :param position: The absolute screen position to set.

        """
        super().set_position(position)

        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect.x = border_and_shadow + self.relative_rect.x
        self.background_rect.y = border_and_shadow + self.relative_rect.y

        self.button_container.set_relative_position(
            self.background_rect.topleft)

    def set_relative_position(self, position: Union[pygame.math.Vector2,
                                                    Tuple[int, int],
                                                    Tuple[float, float]]):
        """
        Sets the relative screen position of this slider, updating all subordinate button elements
        at the same time.

        :param position: The relative screen position to set.

        """
        super().set_relative_position(position)

        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect.x = border_and_shadow + self.relative_rect.x
        self.background_rect.y = border_and_shadow + self.relative_rect.y

        self.button_container.set_relative_position(
            self.background_rect.topleft)

    def set_dimensions(self, dimensions: Union[pygame.math.Vector2,
                                               Tuple[int, int], Tuple[float,
                                                                      float]]):
        """
        Method to directly set the dimensions of an element.

        :param dimensions: The new dimensions to set.

        """
        super().set_dimensions(dimensions)

        border_and_shadow = self.border_width + self.shadow_width
        self.background_rect.width = self.relative_rect.width - (
            2 * border_and_shadow)
        self.background_rect.height = self.relative_rect.height - (
            2 * border_and_shadow)

        self.button_container.set_dimensions(self.background_rect.size)

        # sort out sliding button parameters
        self.scrollable_width = (self.background_rect.width -
                                 self.sliding_button_width -
                                 (2 * self.arrow_button_width))
        self.right_limit_position = self.scrollable_width
        self.scroll_position = self.scrollable_width * self.current_percentage

        slider_x_pos = self.scroll_position + self.arrow_button_width
        slider_y_pos = 0

        self.sliding_button.set_dimensions(
            (self.sliding_button_width, self.background_rect.height))
        self.sliding_button.set_relative_position((slider_x_pos, slider_y_pos))

    def disable(self):
        """
        Disable the slider. It should not be interactive and will use the disabled theme colours.
        """
        if self.is_enabled:
            self.is_enabled = False
            self.sliding_button.disable()
            if self.left_button:
                self.left_button.disable()
            if self.right_button:
                self.right_button.disable()
            self.drawable_shape.set_active_state('disabled')

    def enable(self):
        """
        Enable the slider. It should become interactive and will use the normal theme colours.
        """
        if not self.is_enabled:
            self.is_enabled = True
            self.sliding_button.enable()
            if self.left_button:
                self.left_button.enable()
            if self.right_button:
                self.right_button.enable()
            self.drawable_shape.set_active_state('normal')

    def show(self):
        """
        In addition to the base UIElement.show() - show the sliding button and show
        the button_container which will propagate and show the left and right buttons.
        """
        super().show()

        self.sliding_button.show()
        if self.button_container is not None:
            self.button_container.show()

    def hide(self):
        """
        In addition to the base UIElement.hide() - hide the sliding button and hide
        the button_container which will propagate and hide the left and right buttons.
        """
        super().hide()

        self.sliding_button.hide()
        if self.button_container is not None:
            self.button_container.hide()
Пример #4
0
class UITextEntryLine(UIElement):
    """
    A GUI element for text entry from a keyboard, on a single line. The element supports
    the standard copy and paste keyboard shortcuts CTRL+V, CTRL+C & CTRL+X as well as CTRL+A.

    There are methods that allow the entry element to restrict the characters that can be input
    into the text box

    The height of the text entry line element will be determined by the font used rather than
    the standard method for UIElements of just using the height of the input rectangle.

    :param relative_rect: A rectangle describing the position and width of the text entry element.
    :param manager: The UIManager that manages this element.
    :param container: The container that this element is within. If set to None will be the
                      root window's container.
    :param parent_element: The element this element 'belongs to' in the theming hierarchy.
    :param object_id: A custom defined ID for fine tuning of theming.
    :param anchors: A dictionary describing what this element's relative_rect is relative to.
    :param visible: Whether the element is visible by default. Warning - container visibility
                    may override this.
    """

    _number_character_set = {'en': ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9']}

    # excluding these characters won't ensure that user entered text is a valid filename but they
    # can help reduce the problems that input will leave you with.
    _forbidden_file_path_characters = {'en': ['<', '>', ':', '"', '/',
                                              '\\', '|', '?', '*', '\0', '.']}

    _alphabet_characters_lower = {'en': ['a', 'b', 'c', 'd', 'e', 'f', 'g',
                                         'h', 'i', 'j', 'k', 'l', 'm', 'n',
                                         'o', 'p', 'q', 'r', 's', 't', 'u',
                                         'v', 'w', 'x', 'y', 'z']}
    _alphabet_characters_upper: Dict[str, List[str]] = {
        'en': [char.upper() for char in _alphabet_characters_lower['en']],
        'ja': [],  # no upper case in japanese
        'zh': []}  # no upper case in chinese

    _alphabet_characters_all = {'en': _alphabet_characters_lower['en'] +
                                _alphabet_characters_upper['en']}

    _alpha_numeric_characters = {'en': (_alphabet_characters_all['en'] +
                                        _number_character_set['en'])}

    def __init__(self,
                 relative_rect: pygame.Rect,
                 manager: IUIManagerInterface,
                 container: Union[IContainerLikeInterface, None] = None,
                 parent_element: UIElement = None,
                 object_id: Union[ObjectID, str, None] = None,
                 anchors: Dict[str, str] = None,
                 visible: int = 1):

        super().__init__(relative_rect, manager, container,
                         starting_height=1, layer_thickness=1,
                         anchors=anchors, visible=visible)

        self._create_valid_ids(container=container,
                               parent_element=parent_element,
                               object_id=object_id,
                               element_id='text_entry_line')

        self.text = ""
        self.is_text_hidden = False
        self.hidden_text_char = '●'

        # theme font
        self.font: Optional[pygame.freetype.Font] = None

        self.shadow_width = None
        self.border_width = None
        self.padding = None
        self.text_surface = None
        self.cursor = None
        self.background_and_border = None
        self.text_image_rect = None

        # colours from theme
        self.background_colour = None
        self.text_colour = None
        self.selected_text_colour = None
        self.selected_bg_colour = None
        self.border_colour = None
        self.disabled_background_colour = None
        self.disabled_border_colour = None
        self.disabled_text_colour = None
        self.text_cursor_colour = None
        self.padding = (0, 0)

        self.drawable_shape = None
        self.shape = 'rectangle'
        self.shape_corner_radius = None

        # input timings - I expect nobody really wants to mess with these that much
        # ideally we could populate from the os settings but that sounds like a headache
        self.key_repeat = 0.5
        self.cursor_blink_delay_after_moving_acc = 0.0
        self.cursor_blink_delay_after_moving = 1.0
        self.blink_cursor_time_acc = 0.0
        self.blink_cursor_time = 0.4

        self.double_click_timer = self.ui_manager.get_double_click_time() + 1.0

        self.start_text_offset = 0
        self.edit_position = 0
        self._select_range = [0, 0]
        self.selection_in_progress = False

        self.cursor_on = False
        self.cursor_has_moved_recently = False
        self.text_entered = False  # Reset when enter key up or focus lost

        # restrictions on text input
        self.allowed_characters: Optional[List[str]] = None
        self.forbidden_characters: Optional[List[str]] = None
        self.length_limit: Optional[int] = None

        self.rebuild_from_changed_theme_data()

    @property
    def select_range(self):
        """
        The selected range for this text. A tuple containing the start
        and end indexes of the current selection.

        Made into a property to keep it synchronised with the underlying drawable shape's
        representation.
        """
        return self._select_range

    @select_range.setter
    def select_range(self, value):
        self._select_range = value
        start_select = min(self._select_range[0], self._select_range[1])
        end_select = max(self._select_range[0], self._select_range[1])
        if self.drawable_shape is not None:
            self.drawable_shape.text_box_layout.set_text_selection(start_select, end_select)
            self.drawable_shape.apply_active_text_changes()

    def set_text_hidden(self, is_hidden=True):
        """
        Passing in True will hide text typed into the text line, replacing it with ●
        characters and also disallow copying the text into the clipboard. It is designed
        for basic 'password box' usage.

        :param is_hidden: Can be set to True or False. Defaults to True because
                          if you are calling this you likely want a password box with no fuss.
                          Set it back to False if you want to un-hide the text (e.g.
                          for one of those 'Show my password' buttons).
        """

        self.is_text_hidden = is_hidden
        self.rebuild()

    def rebuild(self):
        """
        Rebuild whatever needs building.

        """

        display_text = self.text
        if self.is_text_hidden:
            # test if self.hidden_text_char is supported by font here
            if self.font.get_metrics(self.hidden_text_char)[0] is None:
                self.hidden_text_char = '*'
                if self.font.get_metrics(self.hidden_text_char)[0] is None:
                    self.hidden_text_char = '.'
                    if self.font.get_metrics(self.hidden_text_char)[0] is None:
                        raise ValueError('Selected font for UITextEntryLine does not contain '
                                         '●, * or . characters used for hidden text. Please choose'
                                         'a different font for this element')
                display_text = self.hidden_text_char*len(self.text)

        theming_parameters = {'normal_bg': self.background_colour,
                              'normal_text': self.text_colour,
                              'normal_text_shadow': pygame.Color('#000000'),
                              'normal_border': self.border_colour,
                              'disabled_bg': self.disabled_background_colour,
                              'disabled_text': self.disabled_text_colour,
                              'disabled_text_shadow': pygame.Color('#000000'),
                              'disabled_border': self.disabled_border_colour,
                              'selected_text': self.selected_text_colour,
                              'text_cursor_colour': self.text_cursor_colour,
                              'border_width': self.border_width,
                              'shadow_width': self.shadow_width,
                              'font': self.font,
                              'text': display_text,
                              'text_width': -1,
                              'text_horiz_alignment': 'left',
                              'text_vert_alignment': 'centre',
                              'text_horiz_alignment_padding': self.padding[0],
                              'text_vert_alignment_padding': self.padding[1],
                              'shape_corner_radius': self.shape_corner_radius}

        if self.shape == 'rectangle':
            self.drawable_shape = RectDrawableShape(self.rect, theming_parameters,
                                                    ['normal', 'disabled'], self.ui_manager)
        elif self.shape == 'rounded_rectangle':
            self.drawable_shape = RoundedRectangleShape(self.rect, theming_parameters,
                                                        ['normal', 'disabled'], self.ui_manager)

        if self.drawable_shape is not None:
            self.set_image(self.drawable_shape.get_fresh_surface())
            if self.rect.width == -1 or self.rect.height == -1:
                self.set_dimensions(self.drawable_shape.containing_rect.size)

    def set_text_length_limit(self, limit: int):
        """
        Allows a character limit to be set on the text entry element. By default there is no
        limit on the number of characters that can be entered.

        :param limit: The character limit as an integer.

        """
        self.length_limit = limit

    def get_text(self) -> str:
        """
        Gets the text in the entry line element.

        :return: A string.

        """
        return self.text

    def set_text(self, text: str):
        """
        Allows the text displayed in the text entry element to be set via code. Useful for
        setting an initial or existing value that is able to be edited.

        The string to set must be valid for the text entry element for this to work.

        :param text: The text string to set.

        """
        if self.validate_text_string(text):
            within_length_limit = True
            if self.length_limit is not None and len(text) > self.length_limit:
                within_length_limit = False
            if within_length_limit:
                self.text = text
                self.edit_position = len(self.text)
                display_text = self.text
                if self.is_text_hidden:
                    display_text = self.hidden_text_char * len(self.text)
                if self.drawable_shape is not None:
                    self.drawable_shape.set_text(display_text)
                    self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
                    self.drawable_shape.apply_active_text_changes()
            else:
                warnings.warn("Tried to set text string that is too long on text entry element")
        else:
            warnings.warn("Tried to set text string with invalid characters on text entry element")

    def redraw(self):
        """
        Redraws the entire text entry element onto the underlying sprite image. Usually called
        when the displayed text has been edited or changed in some fashion.
        """
        if self.drawable_shape is not None:
            self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
            self.drawable_shape.redraw_all_states()

    def update(self, time_delta: float):
        """
        Called every update loop of our UI Manager. Largely handles text drag selection and
        making sure our edit cursor blinks on and off.

        :param time_delta: The time in seconds between this update method call and the previous one.

        """
        super().update(time_delta)

        if not self.alive():
            return
        scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position(pygame.mouse.get_pos())
        if self.hover_point(scaled_mouse_pos[0], scaled_mouse_pos[1]):
            self.ui_manager.set_text_input_hovered(True)
        else:
            self.ui_manager.set_text_input_hovered(False)
        if self.double_click_timer < self.ui_manager.get_double_click_time():
            self.double_click_timer += time_delta
        if self.selection_in_progress:
            mouse_pos = self.ui_manager.get_mouse_position()
            drawable_shape_space_click = (mouse_pos[0] - self.rect.left,
                                          mouse_pos[1] - self.rect.top)
            if self.drawable_shape is not None:
                self.drawable_shape.text_box_layout.set_cursor_from_click_pos(
                    drawable_shape_space_click)
                self.drawable_shape.apply_active_text_changes()
                select_end_pos = self.drawable_shape.text_box_layout.get_cursor_index()
                new_range = [self.select_range[0], select_end_pos]

                if new_range[0] != self.select_range[0] or new_range[1] != self.select_range[1]:
                    self.select_range = [new_range[0], new_range[1]]

                    self.edit_position = self.select_range[1]
                    self.cursor_has_moved_recently = True

        if self.cursor_has_moved_recently:
            self.cursor_has_moved_recently = False
            self.cursor_blink_delay_after_moving_acc = 0.0
            self.cursor_on = True
            if self.drawable_shape is not None:
                self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
                self.drawable_shape.toggle_text_cursor()
                self.drawable_shape.apply_active_text_changes()

        if self.cursor_blink_delay_after_moving_acc > self.cursor_blink_delay_after_moving:
            if self.blink_cursor_time_acc >= self.blink_cursor_time:
                self.blink_cursor_time_acc = 0.0
                if self.cursor_on:
                    self.cursor_on = False
                    if self.drawable_shape is not None:
                        self.drawable_shape.toggle_text_cursor()
                elif self.is_focused:
                    self.cursor_on = True
                    if self.drawable_shape is not None:
                        self.drawable_shape.toggle_text_cursor()
            else:
                self.blink_cursor_time_acc += time_delta
        else:
            self.cursor_blink_delay_after_moving_acc += time_delta

    def unfocus(self):
        """
        Called when this element is no longer the current focus.
        """
        super().unfocus()
        pygame.key.set_repeat(0)
        self.select_range = [0, 0]
        self.edit_position = 0
        self.cursor_on = False
        self.text_entered = False
        self.redraw()

    def focus(self):
        """
        Called when we 'select focus' on this element. In this case it sets up the keyboard to
        repeat held key presses, useful for natural feeling keyboard input.
        """
        super().focus()
        pygame.key.set_repeat(500, 25)

    def process_event(self, event: pygame.event.Event) -> bool:
        """
        Allows the text entry box to react to input events, which is it's primary function.
        The entry element reacts to various types of mouse clicks (double click selecting words,
        drag select), keyboard combos (CTRL+C, CTRL+V, CTRL+X, CTRL+A), individual editing keys
        (Backspace, Delete, Left & Right arrows) and other keys for inputting letters, symbols
        and numbers.

        :param event: The current event to consider reacting to.

        :return: Returns True if we've done something with the input event.

        """
        consumed_event = False

        initial_text_state = self.text
        if self._process_mouse_button_event(event):
            consumed_event = True
        if self.is_enabled and self.is_focused and event.type == pygame.KEYDOWN:
            if self._process_keyboard_shortcut_event(event):
                consumed_event = True
            elif self._process_action_key_event(event):
                consumed_event = True
            elif self._process_text_entry_key(event):
                consumed_event = True

        if self.is_enabled and self.is_focused and event.type == pygame.KEYUP:
            if event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER:
                self.text_entered = False  # reset text input entry

        if self.text != initial_text_state:
            # old event to be removed in 0.8.0
            event_data = {'user_type': OldType(UI_TEXT_ENTRY_CHANGED),
                          'text': self.text,
                          'ui_element': self,
                          'ui_object_id': self.most_specific_combined_id}
            pygame.event.post(pygame.event.Event(pygame.USEREVENT, event_data))

            # new event
            event_data = {'text': self.text,
                          'ui_element': self,
                          'ui_object_id': self.most_specific_combined_id}
            pygame.event.post(pygame.event.Event(UI_TEXT_ENTRY_CHANGED, event_data))
        return consumed_event

    def _process_text_entry_key(self, event: pygame.event.Event) -> bool:
        """
        Process key input that can be added to the text entry text.

        :param event: The event to process.

        :return: True if consumed.
        """
        consumed_event = False
        within_length_limit = True
        if (self.length_limit is not None
                and (len(self.text) -
                     abs(self.select_range[0] -
                         self.select_range[1])) >= self.length_limit):
            within_length_limit = False
        if within_length_limit and hasattr(event, 'unicode') and self.font is not None:
            character = event.unicode
            char_metrics = self.font.get_metrics(character)
            if len(char_metrics) > 0 and char_metrics[0] is not None:
                valid_character = True
                if (self.allowed_characters is not None and
                        character not in self.allowed_characters):
                    valid_character = False
                if (self.forbidden_characters is not None and
                        character in self.forbidden_characters):
                    valid_character = False
                if valid_character:
                    if abs(self.select_range[0] - self.select_range[1]) > 0:
                        low_end = min(self.select_range[0], self.select_range[1])
                        high_end = max(self.select_range[0], self.select_range[1])
                        self.text = self.text[:low_end] + character + self.text[high_end:]

                        if self.drawable_shape is not None:
                            self.drawable_shape.set_text(self.text)
                        self.edit_position = low_end + 1
                        self.select_range = [0, 0]
                    else:
                        start_str = self.text[:self.edit_position]
                        end_str = self.text[self.edit_position:]
                        self.text = start_str + character + end_str
                        display_character = character
                        if self.is_text_hidden:
                            display_character = self.hidden_text_char
                        if self.drawable_shape is not None:
                            self.drawable_shape.insert_text(display_character, self.edit_position)

                        self.edit_position += 1
                    self.cursor_has_moved_recently = True
                    consumed_event = True
        return consumed_event

    def _process_action_key_event(self, event: pygame.event.Event) -> bool:
        """
        Check if event is one of the keys that triggers an action like deleting, or moving
        the edit position.

        :param event: The event to check.

        :return: True if event is consumed.

        """
        consumed_event = False
        if ((event.key == pygame.K_RETURN or event.key == pygame.K_KP_ENTER)
                and not self.text_entered):
            # old event - to be removed in 0.8.0
            event_data = {'user_type': OldType(UI_TEXT_ENTRY_FINISHED),
                          'text': self.text,
                          'ui_element': self,
                          'ui_object_id': self.most_specific_combined_id}
            pygame.event.post(pygame.event.Event(pygame.USEREVENT, event_data))

            # new event
            event_data = {'text': self.text,
                          'ui_element': self,
                          'ui_object_id': self.most_specific_combined_id}
            pygame.event.post(pygame.event.Event(UI_TEXT_ENTRY_FINISHED, event_data))
            consumed_event = True
            self.text_entered = True
        elif event.key == pygame.K_BACKSPACE:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.delete_selected_text()
                    self.drawable_shape.apply_active_text_changes()
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                self.text = self.text[:low_end] + self.text[high_end:]
                self.edit_position = low_end
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
                    self.drawable_shape.apply_active_text_changes()
            elif self.edit_position > 0 and self.font is not None:
                if self.start_text_offset > 0:
                    self.start_text_offset -= self.font.get_rect(
                        self.text[self.edit_position - 1]).width
                self.text = self.text[:self.edit_position - 1] + self.text[self.edit_position:]
                self.edit_position -= 1
                self.cursor_has_moved_recently = True
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.backspace_at_cursor()
                    self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
                    self.drawable_shape.apply_active_text_changes()
            consumed_event = True
        elif event.key == pygame.K_DELETE:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.delete_selected_text()
                    self.drawable_shape.apply_active_text_changes()
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                self.text = self.text[:low_end] + self.text[high_end:]
                self.edit_position = low_end
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
                    self.drawable_shape.apply_active_text_changes()
            elif self.edit_position < len(self.text):
                self.text = self.text[:self.edit_position] + self.text[self.edit_position + 1:]
                self.edit_position = self.edit_position
                self.cursor_has_moved_recently = True
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.delete_at_cursor()
                    self.drawable_shape.apply_active_text_changes()
            consumed_event = True
        elif self._process_edit_pos_move_key(event):
            consumed_event = True

        return consumed_event

    def _process_edit_pos_move_key(self, event: pygame.event.Event) -> bool:
        """
        Process an action key that is moving the cursor edit position.

        :param event: The event to process.

        :return: True if event is consumed.

        """
        consumed_event = False
        if event.key == pygame.K_LEFT:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                self.edit_position = min(self.select_range[0], self.select_range[1])
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
            elif self.edit_position > 0:
                self.edit_position -= 1
                self.cursor_has_moved_recently = True
            consumed_event = True
        elif event.key == pygame.K_RIGHT:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                self.edit_position = max(self.select_range[0], self.select_range[1])
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
            elif self.edit_position < len(self.text):
                self.edit_position += 1
                self.cursor_has_moved_recently = True
            consumed_event = True
        return consumed_event

    def _process_keyboard_shortcut_event(self, event: pygame.event.Event) -> bool:
        """
        Check if event is one of the CTRL key keyboard shortcuts.

        :param event: event to process.

        :return: True if event consumed.

        """
        consumed_event = False
        if event.key == pygame.K_a and event.mod & pygame.KMOD_CTRL:
            self.select_range = [0, len(self.text)]
            self.edit_position = len(self.text)
            self.cursor_has_moved_recently = True
            consumed_event = True
        elif event.key == pygame.K_x and event.mod & pygame.KMOD_CTRL and not self.is_text_hidden:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                clipboard_copy(self.text[low_end:high_end])
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.delete_selected_text()
                    self.drawable_shape.apply_active_text_changes()
                self.edit_position = low_end
                self.text = self.text[:low_end] + self.text[high_end:]
                if self.drawable_shape is not None:
                    self.drawable_shape.text_box_layout.set_cursor_position(self.edit_position)
                    self.drawable_shape.apply_active_text_changes()
                self.select_range = [0, 0]
                self.cursor_has_moved_recently = True
                consumed_event = True
        elif event.key == pygame.K_c and event.mod & pygame.KMOD_CTRL and not self.is_text_hidden:
            if abs(self.select_range[0] - self.select_range[1]) > 0:
                low_end = min(self.select_range[0], self.select_range[1])
                high_end = max(self.select_range[0], self.select_range[1])
                clipboard_copy(self.text[low_end:high_end])
                consumed_event = True
        elif self._process_paste_event(event):
            consumed_event = True
        return consumed_event

    def _process_paste_event(self, event: pygame.event.Event) -> bool:
        """
        Process a paste shortcut event. (CTRL+ V)

        :param event: The event to process.

        :return: True if the event is consumed.

        """
        consumed_event = False
        if event.key == pygame.K_v and event.mod & pygame.KMOD_CTRL:
            new_text = clipboard_paste()
            if self.validate_text_string(new_text):
                if abs(self.select_range[0] - self.select_range[1]) > 0:
                    low_end = min(self.select_range[0], self.select_range[1])
                    high_end = max(self.select_range[0], self.select_range[1])
                    final_text = self.text[:low_end] + new_text + self.text[high_end:]
                    within_length_limit = True
                    if self.length_limit is not None and len(final_text) > self.length_limit:
                        within_length_limit = False
                    if within_length_limit:
                        self.text = final_text
                        if self.drawable_shape is not None:
                            self.drawable_shape.text_box_layout.delete_selected_text()
                            self.drawable_shape.apply_active_text_changes()
                        display_new_text = new_text
                        if self.is_text_hidden:
                            display_new_text = self.hidden_text_char * len(new_text)
                        if self.drawable_shape is not None:
                            self.drawable_shape.insert_text(display_new_text, low_end)
                        self.edit_position = low_end + len(new_text)
                        if self.drawable_shape is not None:
                            self.drawable_shape.text_box_layout.set_cursor_position(
                                self.edit_position)
                            self.drawable_shape.apply_active_text_changes()
                        self.select_range = [0, 0]
                        self.cursor_has_moved_recently = True
                elif len(new_text) > 0:
                    final_text = (self.text[:self.edit_position] +
                                  new_text +
                                  self.text[self.edit_position:])
                    within_length_limit = True
                    if self.length_limit is not None and len(final_text) > self.length_limit:
                        within_length_limit = False
                    if within_length_limit:
                        self.text = final_text
                        display_new_text = new_text
                        if self.is_text_hidden:
                            display_new_text = self.hidden_text_char * len(new_text)
                        if self.drawable_shape is not None:
                            self.drawable_shape.insert_text(display_new_text, self.edit_position)
                        self.edit_position += len(new_text)
                        if self.drawable_shape is not None:
                            self.drawable_shape.text_box_layout.set_cursor_position(
                                self.edit_position)
                            self.drawable_shape.apply_active_text_changes()
                        self.cursor_has_moved_recently = True
                consumed_event = True
        return consumed_event

    def _process_mouse_button_event(self, event: pygame.event.Event) -> bool:
        """
        Process a mouse button event.

        :param event: Event to process.

        :return: True if we consumed the mouse event.

        """
        consumed_event = False
        if event.type == pygame.MOUSEBUTTONDOWN and event.button == pygame.BUTTON_LEFT:

            scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position(event.pos)
            if self.hover_point(scaled_mouse_pos[0], scaled_mouse_pos[1]):
                if self.is_enabled:
                    drawable_shape_space_click = (scaled_mouse_pos[0] - self.rect.left,
                                                  scaled_mouse_pos[1] - self.rect.top)
                    if self.drawable_shape is not None:
                        self.drawable_shape.text_box_layout.set_cursor_from_click_pos(
                            drawable_shape_space_click)
                        self.edit_position = self.drawable_shape.text_box_layout.get_cursor_index()
                        self.drawable_shape.apply_active_text_changes()
                    double_clicking = False
                    if self.double_click_timer < self.ui_manager.get_double_click_time():
                        if self._calculate_double_click_word_selection():
                            double_clicking = True

                    if not double_clicking:
                        self.select_range = [self.edit_position, self.edit_position]
                        self.cursor_has_moved_recently = True
                        self.selection_in_progress = True
                        self.double_click_timer = 0.0

                consumed_event = True
        if (event.type == pygame.MOUSEBUTTONUP and
                event.button == pygame.BUTTON_LEFT and
                self.selection_in_progress):
            scaled_mouse_pos = self.ui_manager.calculate_scaled_mouse_position(event.pos)
            if self.drawable_shape is not None:
                if self.drawable_shape.collide_point(scaled_mouse_pos):
                    consumed_event = True
                    drawable_shape_space_click = (scaled_mouse_pos[0] - self.rect.left,
                                                  scaled_mouse_pos[1] - self.rect.top)
                    self.drawable_shape.text_box_layout.set_cursor_from_click_pos(
                        drawable_shape_space_click)
                    new_edit_pos = self.drawable_shape.text_box_layout.get_cursor_index()
                    if new_edit_pos != self.edit_position:
                        self.edit_position = new_edit_pos
                        self.cursor_has_moved_recently = True
                        self.select_range = [self.select_range[0], self.edit_position]
                    self.drawable_shape.apply_active_text_changes()
            self.selection_in_progress = False
        return consumed_event

    def _calculate_double_click_word_selection(self):
        """
        If we double clicked on a word in the text, select that word.

        """
        if self.edit_position != self.select_range[0]:
            return False
        index = min(self.edit_position, len(self.text) - 1)
        if index > 0:
            char = self.text[index]
            # Check we clicked in the same place on a our second click.
            pattern = re.compile(r"[\w']+")
            while not pattern.match(char):
                index -= 1
                if index > 0:
                    char = self.text[index]
                else:
                    break
            while pattern.match(char):
                index -= 1
                if index > 0:
                    char = self.text[index]
                else:
                    break
            start_select_index = index + 1 if index > 0 else index
            index += 1
            char = self.text[index]
            while index < len(self.text) and pattern.match(char):
                index += 1
                if index < len(self.text):
                    char = self.text[index]
            end_select_index = index

            self.select_range = [start_select_index, end_select_index]
            self.edit_position = end_select_index
            self.cursor_has_moved_recently = True
            self.selection_in_progress = False
            return True
        else:
            return False

    def set_allowed_characters(self, allowed_characters: Union[str, List[str]]):
        """
        Sets a whitelist of characters that will be the only ones allowed in our text entry
        element. We can either set the list directly, or request one of the already existing
        lists by a string identifier. The currently supported lists for allowed characters are:

        - 'numbers'
        - 'letters'
        - 'alpha_numeric'

        :param allowed_characters: The characters to allow, either in a list form or one of the
                                   supported string ids.

        """
        if isinstance(allowed_characters, str):
            if allowed_characters == 'numbers':
                if self.ui_manager.get_locale() in UITextEntryLine._number_character_set:
                    self.allowed_characters = UITextEntryLine._number_character_set[
                        self.ui_manager.get_locale()]
                else:
                    self.allowed_characters = UITextEntryLine._number_character_set['en']
            elif allowed_characters == 'letters':
                if self.ui_manager.get_locale() in UITextEntryLine._alphabet_characters_all:
                    self.allowed_characters = UITextEntryLine._alphabet_characters_all[
                        self.ui_manager.get_locale()]
                else:
                    self.allowed_characters = UITextEntryLine._alphabet_characters_all['en']
            elif allowed_characters == 'alpha_numeric':
                if self.ui_manager.get_locale() in UITextEntryLine._alpha_numeric_characters:
                    self.allowed_characters = UITextEntryLine._alpha_numeric_characters[
                        self.ui_manager.get_locale()]
                else:
                    self.allowed_characters = UITextEntryLine._alpha_numeric_characters['en']
            else:
                warnings.warn('Trying to set allowed characters by type string, but no match: '
                              'did you mean to use a list?')

        else:
            self.allowed_characters = allowed_characters.copy()

    def set_forbidden_characters(self, forbidden_characters: Union[str, List[str]]):
        """
        Sets a blacklist of characters that will be banned from our text entry element.
        We can either set the list directly, or request one of the already existing lists by a
        string identifier. The currently supported lists for forbidden characters are:

        - 'numbers'
        - 'forbidden_file_path'

        :param forbidden_characters: The characters to forbid, either in a list form or one of
                                     the supported string ids.

        """
        if isinstance(forbidden_characters, str):
            if forbidden_characters == 'numbers':
                if self.ui_manager.get_locale() in UITextEntryLine._number_character_set:
                    self.forbidden_characters = UITextEntryLine._number_character_set[
                        self.ui_manager.get_locale()]
                else:
                    self.forbidden_characters = UITextEntryLine._number_character_set['en']
            elif forbidden_characters == 'forbidden_file_path':
                if self.ui_manager.get_locale() in UITextEntryLine._forbidden_file_path_characters:
                    self.forbidden_characters = UITextEntryLine._forbidden_file_path_characters[
                        self.ui_manager.get_locale()]
                else:
                    self.forbidden_characters = (
                        UITextEntryLine._forbidden_file_path_characters['en'])
            else:
                warnings.warn('Trying to set forbidden characters by type string, but no match: '
                              'did you mean to use a list?')

        else:
            self.forbidden_characters = forbidden_characters.copy()

    def validate_text_string(self, text_to_validate: str) -> bool:
        """
        Checks a string of text to see if any of it's characters don't meet the requirements of
        the allowed and forbidden character sets.

        :param text_to_validate: The text string to check.

        """
        is_valid = True
        if self.forbidden_characters is not None:
            for character in text_to_validate:
                if character in self.forbidden_characters:
                    is_valid = False

        if is_valid and self.allowed_characters is not None:
            for character in text_to_validate:
                if character not in self.allowed_characters:
                    is_valid = False

        return is_valid

    def rebuild_from_changed_theme_data(self):
        """
        Called by the UIManager to check the theming data and rebuild whatever needs rebuilding
        for this element when the theme data has changed.
        """
        super().rebuild_from_changed_theme_data()
        has_any_changed = False

        font = self.ui_theme.get_font(self.combined_element_ids)
        if font != self.font:
            self.font = font
            has_any_changed = True

        if self._check_misc_theme_data_changed(attribute_name='shape',
                                               default_value='rectangle',
                                               casting_func=str,
                                               allowed_values=['rectangle',
                                                               'rounded_rectangle']):
            has_any_changed = True

        if self._check_shape_theming_changed(defaults={'border_width': 1,
                                                       'shadow_width': 2,
                                                       'shape_corner_radius': 2}):
            has_any_changed = True

        if self._check_misc_theme_data_changed(attribute_name='padding',
                                               default_value=(2, 2),
                                               casting_func=self.tuple_extract):
            has_any_changed = True

        if self._check_theme_colours_changed():
            has_any_changed = True

        if has_any_changed:
            self.rebuild()

    def _check_theme_colours_changed(self):
        """
        Check if any colours have changed in the theme.

        :return: colour has changed.

        """
        has_any_changed = False
        background_colour = self.ui_theme.get_colour_or_gradient('dark_bg',
                                                                 self.combined_element_ids)
        if background_colour != self.background_colour:
            self.background_colour = background_colour
            has_any_changed = True
        border_colour = self.ui_theme.get_colour_or_gradient('normal_border',
                                                             self.combined_element_ids)
        if border_colour != self.border_colour:
            self.border_colour = border_colour
            has_any_changed = True
        text_colour = self.ui_theme.get_colour_or_gradient('normal_text', self.combined_element_ids)
        if text_colour != self.text_colour:
            self.text_colour = text_colour
            has_any_changed = True
        selected_text_colour = self.ui_theme.get_colour_or_gradient('selected_text',
                                                                    self.combined_element_ids)
        if selected_text_colour != self.selected_text_colour:
            self.selected_text_colour = selected_text_colour
            has_any_changed = True
        selected_bg_colour = self.ui_theme.get_colour_or_gradient('selected_bg',
                                                                  self.combined_element_ids)
        if selected_bg_colour != self.selected_bg_colour:
            self.selected_bg_colour = selected_bg_colour
            has_any_changed = True

        disabled_background_colour = self.ui_theme.get_colour_or_gradient('disabled_dark_bg',
                                                                          self.combined_element_ids)
        if disabled_background_colour != self.disabled_background_colour:
            self.disabled_background_colour = disabled_background_colour
            has_any_changed = True

        disabled_border_colour = self.ui_theme.get_colour_or_gradient('disabled_border',
                                                                      self.combined_element_ids)
        if disabled_border_colour != self.disabled_border_colour:
            self.disabled_border_colour = disabled_border_colour
            has_any_changed = True

        disabled_text_colour = self.ui_theme.get_colour_or_gradient('disabled_text',
                                                                    self.combined_element_ids)
        if disabled_text_colour != self.disabled_text_colour:
            self.disabled_text_colour = disabled_text_colour
            has_any_changed = True

        text_cursor_colour = self.ui_theme.get_colour_or_gradient('text_cursor',
                                                                  self.combined_element_ids)
        if text_cursor_colour != self.text_cursor_colour:
            self.text_cursor_colour = text_cursor_colour
            has_any_changed = True

        return has_any_changed

    def disable(self):
        """
        Disables the button so that it is no longer interactive.
        """
        if self.is_enabled:
            self.is_enabled = False

            # clear state
            self.is_focused = False
            self.selection_in_progress = False
            self.cursor_on = False
            self.cursor_has_moved_recently = False

            if self.drawable_shape is not None:
                self.drawable_shape.set_active_state('disabled')
                self.background_and_border = self.drawable_shape.get_surface('disabled')
            self.edit_position = 0
            self.select_range = [0, 0]
            self.redraw()

    def enable(self):
        """
        Re-enables the button so we can once again interact with it.
        """
        if not self.is_enabled:
            self.is_enabled = True
            self.text_entered = False
            if self.drawable_shape is not None:
                self.drawable_shape.set_active_state('normal')
                self.background_and_border = self.drawable_shape.get_surface('normal')
            self.redraw()

    def on_locale_changed(self):
        font = self.ui_theme.get_font(self.combined_element_ids)
        if font != self.font:
            self.font = font
            self.rebuild()
        else:
            if self.drawable_shape is not None:
                self.drawable_shape.set_text(translate(self.text))