/
input.py
161 lines (123 loc) · 3.95 KB
/
input.py
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#!/usr/bin/env python
""" Contains keyboard, mouse, joysticks, etc...
"""
from geo import Vec2D
import pygame
class ButtonLogger:
def __init__( self ):
self.went_down_buttons = []
self.went_up_buttons = []
self.down_buttons = []
def feed_down( self, key ):
self.went_down_buttons.append( key )
self.down_buttons.append( key )
def feed_up( self, key ):
self.went_up_buttons.append( key )
try:
self.down_buttons.remove( key )
except: pass
def update( self ):
self.went_down_buttons = []
self.went_up_buttons = []
def went_down( self, key ):
return key in self.went_down_buttons
def went_up( self, key ):
return key in self.went_up_buttons
def any_went_down( self, keys = None ):
if keys is not None:
for k in keys:
if self.went_down( k ):
return True
return False
else:
return len( self.went_down_buttons ) > 0
def any_went_up( self, keys = None ):
if keys is not None:
for k in keys:
if self.went_up( k ):
return True
return False
else:
return len( self.went_up_buttons ) > 0
def is_down( self, key ):
return key in self.down_buttons
def any_is_down( self, keys = None ):
if keys is not None:
for k in keys:
if self.is_down( k ):
return True
return False
else:
return len( self.down_buttons ) > 0
class Keyboard (ButtonLogger):
def __init__( self ):
ButtonLogger.__init__( self )
self._char_buffer = ""
def feed_char( self, char ):
self._char_buffer += char
def get_chars( self ):
return self._char_buffer
def update( self ):
ButtonLogger.update( self )
self._char_buffer = ""
def get_name( self, key ):
return pygame.key.name( key )
class Mouse (ButtonLogger):
"""The mouse interface
public members:
- pos: the current Vec2D position of the mouse
"""
UNKNOWN, LEFT, RIGHT, MIDDLE, SCROLLUP, SCROLLDOWN = range( 6 )
def __init__( self ):
ButtonLogger.__init__( self )
self.pos = None
self._prev_pos = None
def feed_pos( self, pos ):
self._prev_pos = self.pos
self.pos = pos
def has_moved( self ):
return self._prev_pos is not None and \
self._prev_pos <> self.pos
class Joystick (ButtonLogger):
def get_name( self, key ):
return "joy " + str(key)
class UserInput:
def __init__( self ):
self.key = Keyboard()
self.mouse = Mouse()
self.joys = []
for i in range( 0, pygame.joystick.get_count() ):
joy = pygame.joystick.Joystick( i )
joy.init()
self.joys.append( Joystick() )
self.devs_no_mouse = [ self.key ]
self.devs_no_mouse.extend( self.joys )
def update( self ):
self.key.update()
self.mouse.update()
for joy in self.joys:
joy.update()
def any_went_up( self ):
for dev in self.devs_no_mouse:
if dev.any_went_up():
return True
return False
def any_went_down( self ):
for dev in self.devs_no_mouse:
if dev.any_went_down():
return True
return False
class Button (object):
def __init__( self, device, button ):
self.dev = device
self.button = button
def __eq__( self, other ):
return self.dev == other.dev and self.button == other.button
def __ne__( self, other ):
return not (self == other)
def __hash__( self ):
return hash( self.dev ) ^ hash( self.button )
def get_name( self ):
return self.dev.get_name( self.button )
def went_down( self ):
return self.dev.went_down( self.button )