You're pretty much on the way, but I'll give you some tips on how to create a basic textbox.
Firstly, consider a conceptual textbox to be a singular table, that contains everything it needs to know about itself to properly update and render. It's much easier to reason about something that is self contained.
A textbox needs to know its position, its size, whether it is active, and which text it contains. We can condense that into a table that looks like the following.
local textbox = {
x = 40,
y = 40,
width = 400,
height = 200,
text = '',
active = false,
colors = {
background = { 255, 255, 255, 255 },
text = { 40, 40, 40, 255 }
}
}
(We also store some color info.)
After that the simple way to add text is through love.textinput, as you've seen. In your code we only check if the textbox is active once, in love.load, which it of course isn't since we likely haven't taken any user input yet. Instead of attempting to overload the function, we simply check if the textbox is active or not inside the handler, and proceed accordingly.
function love.textinput (text)
if textbox.active then
textbox.text = textbox.text .. text
end
end
We've covered how to check if the user has clicked within a rectangular area in the question: Love2d cursor positions. We want to deactivate the textbox if it is currently active and the user clicks outside of its space.
function love.mousepressed (x, y)
if
x >= textbox.x and
x <= textbox.x + textbox.width and
y >= textbox.y and
y <= textbox.y + textbox.height
then
textbox.active = true
elseif textbox.active then
textbox.active = false
end
end
And finally we need to render our textbox. We use unpack to expand our color tables, and love.graphics.printf to make sure our text wraps within our textbox's space.
function love.draw ()
love.graphics.setColor(unpack(textbox.colors.background))
love.graphics.rectangle('fill',
textbox.x, textbox.y,
textbox.width, textbox.height)
love.graphics.setColor(unpack(textbox.colors.text))
love.graphics.printf(textbox.text,
textbox.x, textbox.y,
textbox.width, 'left')
end
These are the basic ideas of creating a very rough textbox. It's not perfect. Note that you will need to consider what happens when the text gets longer height-wise than we initially set our textbox's height to, as the two are only loosely related.
To make your program easier to read, and easier to extend, everything you've seen above should really be placed into their own functions that handle textbox tables, instead of cluttering the love handlers with common code. Take a look at Chapter 16 of Programming in Lua, which covers Object-Oriented Programming - a generally vital topic for game development.
See the love.textinput page on how to handle a backspace, to delete characters.
Some extra things to think about:
- How can we distinguish an active textbox from an inactive one?
- How can we create a list of textboxes, so we can have multiple on screen (but only one active)?