Source code for sge.input

# Copyright (C) 2014, 2015 Julie Marchant <onpon4@riseup.net>
# 
# This file is part of the Pygame SGE.
# 
# The Pygame SGE is free software: you can redistribute it and/or modify
# it under the terms of the GNU Lesser General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
# 
# The Pygame SGE is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
# GNU Lesser General Public License for more details.
# 
# You should have received a copy of the GNU Lesser General Public License
# along with the Pygame SGE.  If not, see <http://www.gnu.org/licenses/>.

"""
This module provides input event classes.  Input event objects are used
to consolidate all necessary information about input events in a clean
way.

You normally don't need to use input event objects directly.  Input
events are handled automatically in each frame of the SGE's main loop.
You only need to use input event objects directly if you take control
away from the SGE's main loop, e.g. to create your own loop.
"""

from __future__ import division
from __future__ import absolute_import
from __future__ import print_function
from __future__ import unicode_literals


__all__ = ["KeyPress", "KeyRelease", "MouseMove", "MouseButtonPress",
           "MouseButtonRelease", "JoystickAxisMove", "JoystickHatMove",
           "JoystickTrackballMove", "JoystickButtonPress",
           "JoystickButtonRelease", "JoystickEvent", "KeyboardFocusGain",
           "KeyboardFocusLose", "MouseFocusGain", "MouseFocusLose",
           "QuitRequest"]


[docs]class KeyPress(object): """ This input event represents a key on the keyboard being pressed. .. attribute:: key The identifier string of the key that was pressed. See the table in the documentation for :mod:`sge.keyboard`. .. attribute:: char The unicode string associated with the key press, or an empty unicode string if no text is associated with the key press. See the table in the documentation for :mod:`sge.keyboard`. """ def __init__(self, key, char): self.key = key self.char = char
[docs]class KeyRelease(object): """ This input event represents a key on the keyboard being released. .. attribute:: key The identifier string of the key that was released. See the table in the documentation for :class:`sge.input.KeyPress`. """ def __init__(self, key): self.key = key
[docs]class MouseMove(object): """ This input event represents the mouse being moved. .. attribute:: x The horizontal relative movement of the mouse. .. attribute:: y The vertical relative movement of the mouse. """ def __init__(self, x, y): self.x = x self.y = y
[docs]class MouseButtonPress(object): """ This input event represents a mouse button being pressed. .. attribute:: button The identifier string of the mouse button that was pressed. See the table below. ====================== ================= Mouse Button Name Identifier String ====================== ================= Left mouse button ``"left"`` Right mouse button ``"right"`` Middle mouse button ``"middle"`` Mouse wheel up ``"wheel_up"`` Mouse wheel down ``"wheel_down"`` Mouse wheel tilt left ``"wheel_left"`` Mouse wheel tilt right ``"wheel_right"`` ====================== ================= """ def __init__(self, button): self.button = button
[docs]class MouseButtonRelease(object): """ This input event represents a mouse button being released. .. attribute:: button The identifier string of the mouse button that was released. See the table in the documentation for :class:`sge.input.MouseButtonPress`. """ def __init__(self, button): self.button = button
[docs]class JoystickAxisMove(object): """ This input event represents a joystick axis moving. .. attribute:: js_name The name of the joystick. .. attribute:: js_id The number of the joystick, where ``0`` is the first joystick. .. attribute:: axis The number of the axis that moved, where ``0`` is the first axis on the joystick. .. attribute:: value The tilt of the axis as a float from ``-1`` to ``1``, where ``0`` is centered, ``-1`` is all the way to the left or up, and ``1`` is all the way to the right or down. """ def __init__(self, js_name, js_id, axis, value): self.js_name = js_name self.js_id = js_id self.axis = axis self.value = max(-1.0, min(value, 1.0))
[docs]class JoystickHatMove(object): """ This input event represents a joystick hat moving. .. attribute:: js_name The name of the joystick. .. attribute:: js_id The number of the joystick, where ``0`` is the first joystick. .. attribute:: hat The number of the hat that moved, where ``0`` is the first axis on the joystick. .. attribute:: x The horizontal position of the hat, where ``0`` is centered, ``-1`` is left, and ``1`` is right. .. attribute:: y The vertical position of the hat, where ``0`` is centered, ``-1`` is up, and ``1`` is down. """ def __init__(self, js_name, js_id, hat, x, y): self.js_name = js_name self.js_id = js_id self.hat = hat self.x = x self.y = y
[docs]class JoystickTrackballMove(object): """ This input event represents a joystick trackball moving. .. attribute:: js_name The name of the joystick. .. attribute:: js_id The number of the joystick, where ``0`` is the first joystick. .. attribute:: ball The number of the trackball that moved, where ``0`` is the first trackball on the joystick. .. attribute:: x The horizontal relative movement of the trackball. .. attribute:: y The vertical relative movement of the trackball. """ def __init__(self, js_name, js_id, ball, x, y): self.js_name = js_name self.js_id = js_id self.ball = ball self.x = x self.y = y
[docs]class JoystickButtonPress(object): """ This input event represents a joystick button being pressed. .. attribute:: js_name The name of the joystick. .. attribute:: js_id The number of the joystick, where ``0`` is the first joystick. .. attribute:: button The number of the button that was pressed, where ``0`` is the first button on the joystick. """ def __init__(self, js_name, js_id, button): self.js_name = js_name self.js_id = js_id self.button = button
[docs]class JoystickButtonRelease(object): """ This input event represents a joystick button being released. .. attribute:: js_name The name of the joystick. .. attribute:: js_id The number of the joystick, where ``0`` is the first joystick. .. attribute:: button The number of the button that was released, where ``0`` is the first button on the joystick. """ def __init__(self, js_name, js_id, button): self.js_name = js_name self.js_id = js_id self.button = button
class JoystickEvent(object): """ This input event represents the movement of any joystick input. This makes it possible to treat all joystick inputs the same way, which can be used to simplify things like control customization. .. attribute:: js_name The name of the joystick. .. attribute:: js_id The number of the joystick, where ``0`` is the first joystick. .. attribute:: input_type The type of joystick control that was moved. Can be one of the following: - ``"axis-"`` -- The tilt of a joystick axis to the left or up changes. - ``"axis+"`` -- The tilt of a joystick axis to the right or down changes. - ``"axis0"`` -- The tilt of a joystick axis changes. - ``"hat_left"`` -- Whether or not a joystick hat's position is to the left changes. - ``"hat_right"`` -- Whether or not a joystick hat's position is to the right changes. - ``"hat_center_x"`` -- Whether or not a joystick hat is horizontally centered changes. - ``"hat_up"`` -- Whether or not a joystick hat's position is up changes. - ``"hat_down"`` -- Whether or not a joystick hat's position is down changes. - ``"hat_center_y"`` -- Whether or not a joystick hat is vertically centered changes. - ``"trackball_left"`` -- A joystick trackball is moved left. - ``"trackball_right"`` -- A joystick trackball is moved right. - ``"trackball_up"`` -- A joystick trackball is moved up. - ``"trackball_down"`` -- A joystick trackball is moved down. - ``"button"`` -- Whether or not a joystick button is pressed changes. .. attribute:: input_id The number of the joystick control that was moved, where ``0`` is the first control of its type on the joystick. .. attribute:: value The value of the event, which is different depending on the value of :attr:`input_type`. If :attr:`input_type` is ``"trackball_left"``, ``"trackball_right"``, ``"trackball_up"``, or ``"trackball_down"``, this is the relative movement of the trackball in the respective direction. Otherwise, this is the new value of the respective control. See the documentation for :func:`sge.joystick.get_value` for more information. """ def __init__(self, js_name, js_id, input_type, input_id, value): self.js_name = js_name self.js_id = js_id self.input_type = input_type self.input_id = input_id self.value = value
[docs]class KeyboardFocusGain(object): """ This input event represents the game window gaining keyboard focus. Keyboard focus is normally needed for keyboard input to be received. .. note:: On some window systems, such as the one used by Windows, no distinction is made between keyboard and mouse focus, but on some other window systems, such as the X Window System, a distinction is made: one window can have keyboard focus while another has mouse focus. Be careful to observe the difference; failing to do so may result in annoying bugs, and you won't notice these bugs if you are testing on a window manager that doesn't recognize the difference. """
[docs]class KeyboardFocusLose(object): """ This input event represents the game window losing keyboard focus. Keyboard focus is normally needed for keyboard input to be received. .. note:: See the note in the documentation for :class:`sge.input.KeyboardFocusGain`. """
[docs]class MouseFocusGain(object): """ This input event represents the game window gaining mouse focus. Mouse focus is normally needed for mouse input to be received. .. note:: See the note in the documentation for :class:`sge.input.KeyboardFocusGain`. """
[docs]class MouseFocusLose(object): """ This input event represents the game window losing mouse focus. Mouse focus is normally needed for mouse input to be received. .. note:: See the note in the documentation for :class:`sge.input.KeyboardFocusGain`. """
[docs]class QuitRequest(object): """ This input event represents the OS requesting for the program to close (e.g. when the user presses a "close" button on the window border). """