def on_key(window, key, scancode, action, mods):

    if action != glfw.PRESS:
        return

    global controller

    if key == glfw.KEY_SPACE:
        controller.rotate = not controller.rotate

    elif key == glfw.KEY_LEFT:
        controller.x -= 0.1

    elif key == glfw.KEY_RIGHT:
        controller.x += 0.1

    elif key == glfw.KEY_UP:
        controller.y += 0.1

    elif key == glfw.KEY_DOWN:
        controller.y -= 0.1

    elif key == glfw.KEY_ESCAPE:
        glfw.set_window_should_close(window, True)

    else:
        print('Unknown key')
def inicializaRenderizacao():
    global Window, Shader_programm, Vao, WIDTH, HEIGHT

    while not glfw.window_should_close(Window):
        glClear(GL_COLOR_BUFFER_BIT)
        glClearColor(0.2, 0.3, 0.3, 1.0)
        glViewport(0, 0, WIDTH, HEIGHT)

        glUseProgram(Shader_programm) #ativa o shader

        #desenha o quadrado
        glBindVertexArray(Vao_quadrado)
        glDrawArrays(GL_TRIANGLES, 0, 6)

        #desenha o triângulo
        glBindVertexArray(Vao_triangulo)
        glDrawArrays(GL_TRIANGLES, 0, 3)

        glfw.poll_events() #recebe eventos de mouse e teclado

        glfw.swap_buffers(Window) #realiza a troca de buffers para renderizar de fato o que foi desenhado acima
        
        if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_ESCAPE)): #trata os eventos de mouse e teclado
            glfw.set_window_should_close(Window, True)
    
    glfw.terminate()
Beispiel #3
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def key_callback(window, key, scancode, action, mods):
    global pos_x_tr
    global pos_y_tr
    #eventos: press, release, repeat
    #if key == glfw.KEY_ESCAPE:
    #   if action == glfw.PRESS:
    #       print("Se dectecto un press en tecla ESC")
    #    if action == glfw.RELEASE:
    #        print("Se dectecto un release en tecla ESC")
    #    if action == glfw.REPEAT:
    #       print("Se dectecto un repeat en tecla ESC")
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, 1)

    if action == glfw.PRESS or action == glfw.REPEAT:

        if key == glfw.KEY_LEFT:
            pos_x_tr = pos_x_tr - 0.05

        if key == glfw.KEY_RIGHT:
            pos_x_tr = pos_x_tr + 0.05

        if key == glfw.KEY_DOWN:
            pos_y_tr = pos_y_tr - 0.05

        if key == glfw.KEY_UP:
            pos_y_tr = pos_y_tr + 0.05
Beispiel #4
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    def processInput(self):
        if glfw.get_key(self.window, glfw.KEY_ESCAPE) == glfw.PRESS:
            glfw.set_window_should_close(self.window, True)
        if glfw.get_key(self.window, glfw.KEY_SPACE) == glfw.PRESS:
            gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE)
        else:
            gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL)

        # Speed managment
        leftPressed = glfw.get_key(self.window, glfw.KEY_LEFT)
        if leftPressed == glfw.PRESS:
            if not self.pressed["left"]:
                if self.speed <= 1/16:
                    self.speed = 0
                else:
                    self.speed /= 2
                    if self.speed > 1:
                        self.speed = round(self.speed)
                    self.speed = max(self.speed, 1/16)
        self.pressed["left"] = leftPressed

        rightPressed = glfw.get_key(self.window, glfw.KEY_RIGHT)
        if rightPressed == glfw.PRESS:
            if not self.pressed["right"]:
                if self.speed == 0:
                    self.speed = 1/16
                else:
                    self.speed *= 2
                    if self.speed > 1:
                        self.speed = round(self.speed)
                    self.speed = min(self.speed, 2**10)
        self.pressed["right"] = rightPressed

        if self.camera is not None:
            self.camera.processInput(self.window, self._deltaTime)
Beispiel #5
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def key_callback(window,  key,  scancode,  action,  mods):

    if (key == glfw.KEY_ESCAPE and action == glfw.PRESS):

        glfw.set_window_should_close(window, GL_TRUE)
        return;

    move_speed = 6.0

    camera_pos = matrixScene.camera_pos
    direction = matrixScene.direction
    right = matrixScene.right

    if (key == glfw.KEY_W):
        camera_pos += direction * time.GetTimeDelta() * move_speed;
    if (key == glfw.KEY_S):
        camera_pos -= direction * time.GetTimeDelta() * move_speed;
    if (key == glfw.KEY_A):
        camera_pos -= right * time.GetTimeDelta() * move_speed;
    if (key == glfw.KEY_D):
        camera_pos += right * time.GetTimeDelta() * move_speed;

    #set new camera_pos and calculate matrix
    matrixScene.camera_pos = camera_pos
    matrixScene.calculate_view_matrix()

    note.info(matrixScene.camera_pos)
def inicializaRenderizacao():
    global Window, Shader_programm, Vao, WIDTH, HEIGHT

    while not glfw.window_should_close(Window):
        glClear(GL_COLOR_BUFFER_BIT)
        glClearColor(0.2, 0.3, 0.3, 1.0)
        glViewport(0, 0, WIDTH, HEIGHT)

        glUseProgram(Shader_programm)  #ativa o shader

        glBindVertexArray(Vao)  #ativa o objeto a ser renderizado

        transformaQuadrado(
        )  #configura o valor da variavel "matriz" do shader, que corresponde a transformações geométricas

        glDrawArrays(GL_TRIANGLES, 0, 6)  #renderiza o objeto

        glfw.poll_events()

        glfw.swap_buffers(Window)

        if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_ESCAPE)):
            glfw.set_window_should_close(Window, True)

    glfw.terminate()
Beispiel #7
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    def close(self):
        """Close the window and uninitialize the resources
        """
        # Test if the window has already been closed
        if glfw.window_should_close(self.winHandle):
            return

        _hw_handle = None

        try:
            self.setMouseVisibility(True)
            glfw.set_window_should_close(self.winHandle, 1)
            glfw.destroy_window(self.winHandle)
        except Exception:
            pass
        # If iohub is running, inform it to stop looking for this win id
        # when filtering kb and mouse events (if the filter is enabled of
        # course)
        try:
            if IOHUB_ACTIVE and _hw_handle:
                from psychopy.iohub.client import ioHubConnection
                conn = ioHubConnection.ACTIVE_CONNECTION
                conn.unregisterWindowHandles(_hw_handle)
        except Exception:
            pass
Beispiel #8
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    def key_event(win, key, scancode, action, mods):
        global selfstatic

        if action == glfw.PRESS:
            # ESC to quit
            if key == glfw.KEY_ESCAPE:
                print('esc')
                glfw.set_window_should_close(win, True)

            elif key == glfw.KEY_TAB:
                selfstatic.selected_obj += 1
                if selfstatic.selected_obj >= len(selfstatic.map.objs):
                    selfstatic.selected_obj = 0
                selfstatic.oo = selfstatic.map.objs[selfstatic.selected_obj]
            elif key == glfw.KEY_LEFT:
                print('left')
                selfstatic.map.move_left(10)
            elif key == glfw.KEY_RIGHT:
                print('right')
                selfstatic.map.move_right(10)
            elif key == glfw.KEY_UP:
                print('up')
                selfstatic.map.move_forward()
            elif key == glfw.KEY_DOWN:
                print('down')
                selfstatic.map.move_back()
            elif key == glfw.KEY_KP_SUBTRACT:
                selfstatic.map.rotate(-5)
            elif key == glfw.KEY_KP_ADD:
                selfstatic.map.rotate(5)
Beispiel #9
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 def keyboard_input(self, win, key, scancode, action, mods):
     #self.logger.debug('key: {}, scancode: {}, action: {}, mods: {}'.format(key, scancode, action, mods))
     if (key == glfw.KEY_ESCAPE
         ) or (mods == glfw.MOD_ALT
               and key == glfw.KEY_F4) and action == glfw.PRESS:
         glfw.set_window_should_close(self.window, True)
         self.logger.info('Exiting')
     if key == glfw.KEY_H and action == glfw.PRESS:
         self.ui.toggle_visibility()
         self.logger.debug('Toggle UI')
     if key == glfw.KEY_W and action != glfw.RELEASE:
         self.camera.move_forward()
     if key == glfw.KEY_A and action != glfw.RELEASE:
         self.camera.move_left()
     if key == glfw.KEY_S and action != glfw.RELEASE:
         self.camera.move_backward()
     if key == glfw.KEY_D and action != glfw.RELEASE:
         self.camera.move_right()
     if key == glfw.KEY_Q and action != glfw.RELEASE:
         self.camera.move_up()
     if key == glfw.KEY_E and action != glfw.RELEASE:
         self.camera.move_down()
     if key == glfw.KEY_R and action == glfw.PRESS:
         self.camera.reset()
     if key == glfw.KEY_P and action == glfw.PRESS:
         self.freeze_time = not self.freeze_time
         self.logger.info('Toggle time freeze')
     if key == glfw.KEY_F and action == glfw.PRESS:
         self.camera.toggle_look_mode()
         self.logger.info('Toggle camera look mode')
     if key == glfw.KEY_T and action == glfw.PRESS:
         self.ui.toggle_composition_overlay()
         self.logger.info('Toggle composition overlay')
Beispiel #10
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 def on_key(self, _win, key, _scancode, action, _mods):
     """ 'Q' or 'Escape' quits """
     if action == glfw.PRESS or action == glfw.REPEAT:
         if key == glfw.KEY_ESCAPE or key == glfw.KEY_Q:
             glfw.set_window_should_close(self.win, True)
         elif key == glfw.KEY_N:
             self.color_id = (self.color_id + 1) % 3
Beispiel #11
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 def on_key(self, _win, key, _scancode, action, _mods):
     """ 'Q' or 'Escape' quits """
     if action == glfw.PRESS or action == glfw.REPEAT:
         if key == glfw.KEY_ESCAPE or key == glfw.KEY_Q:
             glfw.set_window_should_close(self.win, True)
         if key == glfw.KEY_W:
             GL.glPolygonMode(GL.GL_FRONT_AND_BACK, next(self.fill_modes))
Beispiel #12
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def processInput(window):
    # global rotate, rpressed
    global cameraPos, cameraFront, ipressed

    if glfw.get_key(window, glfw.KEY_ESCAPE) == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    if glfw.get_key(window, glfw.KEY_W) == glfw.PRESS:
        camera.processKeyboard(mycamera.FORWARD, deltaTime)
    if glfw.get_key(window, glfw.KEY_S) == glfw.PRESS:
        camera.processKeyboard(mycamera.BACKWARD, deltaTime)

    if glfw.get_key(window, glfw.KEY_A) == glfw.PRESS:
        camera.processKeyboard(mycamera.LEFT, deltaTime)
    if glfw.get_key(window, glfw.KEY_D) == glfw.PRESS:
        camera.processKeyboard(mycamera.RIGHT, deltaTime)

    if glfw.get_key(window, glfw.KEY_Q) == glfw.PRESS:
        camera.processKeyboard(mycamera.UP, deltaTime)
    if glfw.get_key(window, glfw.KEY_Z) == glfw.PRESS:
        camera.processKeyboard(mycamera.DOWN, deltaTime)

    if glfw.get_key(window, glfw.KEY_I) == glfw.PRESS:
        if not ipressed:
            print(f"lastX: {lastX:3.2f}, lastY: {lastY:3.2f}")
            print(f"fps: {1/deltaTime:3.1f}")
            print(camera)
            ipressed = True

    if glfw.get_key(window, glfw.KEY_I) == glfw.RELEASE:
        ipressed = False

    camera.step(deltaTime)
Beispiel #13
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def key_callback(window, key, scancode, action, mods):

    global pos_x_triangulo
    global pos_y_triangulo
    #if key == glfw.KEY_ESCAPE:
    #if action == glfw.PRESS:
    #print("Se detectó un press")
    #if action == glfw.RELEASE:
    #print("Se detectó un release")
    #if action == glfw.REPEAT:
    #print("Se detectó un repeawt")

    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, 1)

    if action == glfw.PRESS or action == glfw.REPEAT:
        if key == glfw.KEY_LEFT:
            pos_x_triangulo = pos_x_triangulo - 0.05

        if key == glfw.KEY_RIGHT:
            pos_x_triangulo = pos_x_triangulo + 0.05

        if key == glfw.KEY_DOWN:
            pos_y_triangulo = pos_y_triangulo - 0.05

        if key == glfw.KEY_UP:
            pos_y_triangulo = pos_y_triangulo + 0.05
Beispiel #14
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def trataTeclado():
    global Cam_pos, Cam_yaw, Cam_yaw_speed, Tempo_entre_frames
    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_ESCAPE)):
        glfw.set_window_should_close(Window, True)

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_A)):
        Cam_pos[0] -= Cam_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_D)):
        Cam_pos[0] += Cam_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_PAGE_UP)):
        Cam_pos[1] += Cam_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_PAGE_DOWN)):
        Cam_pos[1] -= Cam_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_W)):
        Cam_pos[2] -= Cam_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_S)):
        Cam_pos[2] += Cam_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_LEFT)):
        Cam_yaw += Cam_yaw_speed * Tempo_entre_frames

    if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_RIGHT)):
        Cam_yaw -= Cam_yaw_speed * Tempo_entre_frames
Beispiel #15
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    def on_key(self, _win, key, _scancode, action, _mods):
        if action == glfw.PRESS:
            """ 'Q' or 'Escape' quits """
            if key == glfw.KEY_ESCAPE or key == glfw.KEY_Q:
                glfw.set_window_should_close(self.win, True)
            """ 'R' reloads shader files """
            if key == key == glfw.KEY_R:
                self.ray_tracer = Shader(vs_file, fs_file)
                self.reload = True
                if self.ray_tracer.glid:
                    print('Shader successfully reloaded.')

            if key == glfw.KEY_G:
                f = open(fs_file, "r")
                l = f.readline()
                l2 = f.readline()
                f.close()
                p = re.compile("@FROM (.*)")
                input_path = p.search(l).group(1)
                p = re.compile("@TO (.*)")
                output_dir = p.search(l2).group(1)
                if input_path[0] == "/":
                    input_path = input_path[1:]
                if output_dir[0] == "/":
                    output_dir = output_dir[1:]
                generate(input_path, output_dir, True)
                self.ray_tracer = Shader(vs_file, fs_file)
                self.reload = True
                if self.ray_tracer.glid:
                    print('Shader successfully reloaded.')
Beispiel #16
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def run(*windows):
    if not glfw.init():
        raise Exception("can't initialize glfw")

    if os.path.exists("gamecontrollerdb.txt"):
        with open("gamecontrollerdb.txt", "r") as file:
            gamecontrollerdb = file.read()
            glfw.update_gamepad_mappings(gamecontrollerdb)

    glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)  # 3.2 or 4.1
    glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 2)
    glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, 1)
    glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
    glfw.window_hint(glfw.COCOA_RETINA_FRAMEBUFFER, False)

    for window in windows:
        window.show()

    try:
        windows_open = True
        while windows_open:
            windows_open = False
            for window in windows:
                windows_open |= window.update()

            glfw.poll_events()
    except KeyboardInterrupt:
        for window in windows:
            glfw.set_window_should_close(window.window, True)

    glfw.terminate()
def KeyInputCallback(window, key, scancode, action, mods):
    """
    Функция отслеживания нажатий клавиш клавиатуры
    """
    global left, right, forward, backward
    global light_movement

    # закрытие окна по нажатию на Esc
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, glfw.TRUE)

    if key == glfw.KEY_SPACE and action == glfw.PRESS:
        light_movement = not light_movement

    if key == glfw.KEY_W and action == glfw.PRESS:
        forward = True
    elif key == glfw.KEY_W and action == glfw.RELEASE:
        forward = False
    if key == glfw.KEY_S and action == glfw.PRESS:
        backward = True
    elif key == glfw.KEY_S and action == glfw.RELEASE:
        backward = False
    if key == glfw.KEY_A and action == glfw.PRESS:
        left = True
    elif key == glfw.KEY_A and action == glfw.RELEASE:
        left = False
    if key == glfw.KEY_D and action == glfw.PRESS:
        right = True
    elif key == glfw.KEY_D and action == glfw.RELEASE:
        right = False
Beispiel #18
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    def key_callback(window, key, scancode, action, mods):
        print('key_callback', key, scancode, action, mods)

        if key == 256:
            glfw.set_window_should_close(window, True)
        if action == 1 or action == 2:
            if key == 61 and mods == 1:
                camera_target.zoom = min(9, max(1, camera_target.zoom + 1))
            if key == 47 and mods == 0:
                camera_target.zoom = min(9, max(1, camera_target.zoom - 1))
        if action == 1:
            if key == 65 and mods == 0:
                camera_target.dx[0] = .05
            if key == 68 and mods == 0:
                camera_target.dx[1] = .05
            if key == 83 and mods == 0:
                camera_target.dy[0] = .05
            if key == 87 and mods == 0:
                camera_target.dy[1] = .05
        if action == 0:
            if key == 65 and mods == 0:
                camera_target.dx[0] = 0
            if key == 68 and mods == 0:
                camera_target.dx[1] = 0
            if key == 83 and mods == 0:
                camera_target.dy[0] = 0
            if key == 87 and mods == 0:
                camera_target.dy[1] = 0
def key_callback(window, key, scancode, action, mods):
    global pos_x_triangulo
    global pos_y_triangulo

    #Press: al momento de presionar
    #release: hasta que dejas de presionar
    #repeat: cada repeticion es un evento
    #if key == glfw.KEY_ESCAPE:
    #    if action == glfw.PRESS:
    #        print("Se detecto un press de la tecla escape")
    #    if action == glfw.RELEASE:
    #        print("Se detecto un release de la tecla escape")
    #    if action == glfw.REPEAT:
    #        print("Se detecto un repeat de la tecla escape")
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, 1)

    if action == glfw.PRESS or action == glfw.REPEAT:
        if key == glfw.KEY_LEFT:
            pos_x_triangulo = pos_x_triangulo - 0.05

        if key == glfw.KEY_RIGHT:
            pos_x_triangulo = pos_x_triangulo + 0.05

        if key == glfw.KEY_DOWN:
            pos_y_triangulo = pos_y_triangulo - 0.05

        if key == glfw.KEY_UP:
            pos_y_triangulo = pos_y_triangulo + 0.05
Beispiel #20
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 def callback_teclado(self, janela, key, scancode, action, mods):
     if key is glfw.KEY_ESCAPE:
         glfw.set_window_should_close(janela, True)
     elif key is glfw.KEY_A:
         self.mover_triangulo_esq()
     elif key is glfw.KEY_D:
         self.mover_triangulo_dir()
Beispiel #21
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 def _restart_with_recording(rec_dir):
     logger.debug("Starting new session with '{}'".format(rec_dir))
     ipc_pub.notify({
         "subject": "player_drop_process.should_start",
         "rec_dir": rec_dir
     })
     glfw.set_window_should_close(g_pool.main_window, True)
Beispiel #22
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def key_callback(window, key, scancode, action, mods):
    global background_color
    global foreground_color
    global texture_image
    global texture_data
    global model_data
    global color
    global model
    global ctx

    # Escape or 'q' will exit
    if key in [glfw.KEY_ESCAPE, glfw.KEY_Q] and action == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    elif key in [glfw.KEY_F] and action == glfw.PRESS:
        # Cycle the background color
        foreground_color = next(color)

    elif key in [glfw.KEY_B] and action == glfw.PRESS:
        # Cycle the background color
        background_color = next(color)

    elif key in [glfw.KEY_M] and action == glfw.PRESS:
        # Cycle the object model
        model_data = next(model)

    elif key in [glfw.KEY_T] and action == glfw.PRESS:
        # Cycle the texture
        texture_image = next(texture)
        texture_data = ctx.texture(texture_image.size, 3,
                                   texture_image.tobytes())
        texture_data.build_mipmaps()
Beispiel #23
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    def close(self):
        """Close the window and uninitialize the resources
        """
        # Test if the window has already been closed
        if glfw.window_should_close(self.winHandle):
            return

        _hw_handle = None

        try:
            self.setMouseVisibility(True)
            glfw.set_window_should_close(self.winHandle, 1)
            glfw.destroy_window(self.winHandle)
        except Exception:
            pass
        # If iohub is running, inform it to stop looking for this win id
        # when filtering kb and mouse events (if the filter is enabled of
        # course)
        try:
            if window.IOHUB_ACTIVE and _hw_handle:
                from psychopy.iohub.client import ioHubConnection
                conn = ioHubConnection.ACTIVE_CONNECTION
                conn.unregisterWindowHandles(_hw_handle)
        except Exception:
            pass
def key_input_clb(window, key, scancode, action, mode):
    global left, right, forward, backward, Rotate, quake

    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    if key == glfw.KEY_W and action == glfw.PRESS:
        forward = True
    elif key == glfw.KEY_W and action == glfw.RELEASE:
        forward = False
    if key == glfw.KEY_S and action == glfw.PRESS:
        backward = True
    elif key == glfw.KEY_S and action == glfw.RELEASE:
        backward = False
    if key == glfw.KEY_A and action == glfw.PRESS:
        left = True
    elif key == glfw.KEY_A and action == glfw.RELEASE:
        left = False
    if key == glfw.KEY_D and action == glfw.PRESS:
        right = True
    elif key == glfw.KEY_D and action == glfw.RELEASE:
        right = False
    if key == glfw.KEY_R and action == glfw.PRESS:
        Rotate = not Rotate
    if key == glfw.KEY_E and action == glfw.PRESS:
        quake = not quake
def inicializaRenderizacao():
    global Window, Shader_programm, Vao, WIDTH, HEIGHT

    while not glfw.window_should_close(Window):
        glClear(GL_COLOR_BUFFER_BIT)
        glClearColor(0.2, 0.3, 0.3, 1.0)
        glViewport(0, 0, WIDTH, HEIGHT)

        #desenha o quadrado
        glUseProgram(Shader_programm_quadrado) #ativa o shader do quadrado
        glBindVertexArray(Vao_quadrado) #ativa o VAO do quadrado
        glDrawArrays(GL_TRIANGLES, 0, 6) #renderiza o quadrado

        #desenha o triângulo
        glUseProgram(Shader_programm_triangulo) #troca de shader, ativando o shader do triangulo
        glBindVertexArray(Vao_triangulo) #troca de VAO, ativando o VAO do triângulo
        glDrawArrays(GL_TRIANGLES, 0, 3) #renderiza o triângulo
        
        glfw.poll_events()

        glfw.swap_buffers(Window)
        
        if (glfw.PRESS == glfw.get_key(Window, glfw.KEY_ESCAPE)):
            glfw.set_window_should_close(Window, True)
    
    glfw.terminate()
def process_input(window):
    if glfw.get_key(window, glfw.KEY_ESCAPE) == glfw.PRESS:
        glfw.set_window_should_close(window, True)
    if glfw.get_key(window, glfw.KEY_LEFT) == glfw.PRESS:
        gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_FILL)
    if glfw.get_key(window, glfw.KEY_RIGHT) == glfw.PRESS:
        gl.glPolygonMode(gl.GL_FRONT_AND_BACK, gl.GL_LINE)
Beispiel #27
0
def key_callback(window, key, scancode, action, mode):
    global state

    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, GL_TRUE)
    elif key == glfw.KEY_A and action == glfw.PRESS:
        state = 1 - state
Beispiel #28
0
def key_input_clb(window, key, scancode, action, mode):
    global CAM_MOVE_FOR, CAM_MOVE_BACK, CAM_MOVE_LEFT, CAM_MOVE_RIGHT, light_index

    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    elif key == glfw.KEY_S:
        CAM_MOVE_FOR = False if action == glfw.RELEASE else True
    elif key == glfw.KEY_W:
        CAM_MOVE_BACK = False if action == glfw.RELEASE else True
    elif key == glfw.KEY_A:
        CAM_MOVE_LEFT = False if action == glfw.RELEASE else True
    elif key == glfw.KEY_D:
        CAM_MOVE_RIGHT = False if action == glfw.RELEASE else True

    elif key == glfw.KEY_PAGE_UP:
        light_pos[light_index] += .2
    elif key == glfw.KEY_PAGE_DOWN:
        light_pos[light_index] -= .2

    elif key == glfw.KEY_X:
        light_index = 0
    elif key == glfw.KEY_Y:
        light_index = 1
    elif key == glfw.KEY_Z:
        light_index = 2
Beispiel #29
0
def key_callback(window, key, scancode, action, mods):
    global keystat, player
    if action == glfw.PRESS:
        if key == glfw.KEY_UP or key == glfw.KEY_W:
            keystat.FORWARD = True
        elif key == glfw.KEY_DOWN or key == glfw.KEY_S:
            keystat.BACK = True
        elif key == glfw.KEY_LEFT or key == glfw.KEY_A:
            keystat.LEFT = True
        elif key == glfw.KEY_RIGHT or key == glfw.KEY_D:
            keystat.RIGHT = True
        elif key == glfw.KEY_SPACE:
            keystat.JUMP = True
        elif key == glfw.KEY_LEFT_SHIFT:
            keystat.LAND = True
        elif key == glfw.KEY_P:  # For debugging
            print("player at (", int(player.x), ", ", int(player.y), ", ",
                  int(player.z), ")")
        elif key == glfw.KEY_R:
            # recreate the world
            new_world()
        elif key == glfw.KEY_ESCAPE:  # show mouse cursor
            cursor_x = -1
            cursor_y = -1
            glfw.set_input_mode(window, glfw.CURSOR, glfw.CURSOR_NORMAL)
        elif key == glfw.KEY_Q:  # close window
            glfw.set_window_should_close(window, GL_TRUE)
        elif key == glfw.KEY_1:
            player.holding = 1
        elif key == glfw.KEY_2:
            player.holding = 2
        elif key == glfw.KEY_3:
            player.holding = 3
        elif key == glfw.KEY_4:
            player.holding = 4
        elif key == glfw.KEY_5:
            player.holding = 5
        elif key == glfw.KEY_6:
            player.holding = 6
        elif key == glfw.KEY_7:
            player.holding = 7
        elif key == glfw.KEY_8:
            player.holding = 8
        elif key == glfw.KEY_9:
            player.holding = 9
    elif action == glfw.RELEASE:
        if key == glfw.KEY_UP or key == glfw.KEY_W:
            keystat.FORWARD = False
        elif key == glfw.KEY_DOWN or key == glfw.KEY_S:
            keystat.BACK = False
        elif key == glfw.KEY_LEFT or key == glfw.KEY_A:
            keystat.LEFT = False
        elif key == glfw.KEY_RIGHT or key == glfw.KEY_D:
            keystat.RIGHT = False
        elif key == glfw.KEY_SPACE:
            keystat.JUMP = False
        elif key == glfw.KEY_LEFT_SHIFT:
            keystat.LAND = False
    return
Beispiel #30
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    def main(self):
        glfw.set_error_callback(error_callback)
        if not glfw.init():
            raise RuntimeError('glfw.init()')

        glfw.window_hint(glfw.OPENGL_FORWARD_COMPAT, True)
        glfw.window_hint(glfw.OPENGL_PROFILE, glfw.OPENGL_CORE_PROFILE)
        glfw.window_hint(glfw.CONTEXT_VERSION_MAJOR, 3)
        glfw.window_hint(glfw.CONTEXT_VERSION_MINOR, 3)
        glfw.window_hint(glfw.SAMPLES, 4)
        glfw.window_hint(glfw.RESIZABLE, False)
        self.window = glfw.create_window(self.screen_x, self.screen_y,
                                         self.title, None, None)
        if not self.window:
            raise RuntimeError('glfw.CreateWindow())')

        glfw.make_context_current(self.window)
        glfw.set_input_mode(self.window, glfw.CURSOR, glfw.CURSOR_DISABLED)
        glfw.set_cursor_pos(self.window, 0, 0)

        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)

        glEnable(GL_DEPTH_TEST)
        glDepthFunc(GL_LESS)

        glClearColor(0, 0, 0, 1)

        # print(b'OpenGL version: ' + glGetString(GL_VERSION))
        # print(b'GLSL version: ' + glGetString(GL_SHADING_LANGUAGE_VERSION))
        # print(b'Vendor: ' + glGetString(GL_VENDOR))
        # print(b'Renderer: ' + glGetString(GL_RENDERER))

        self.init()
        old_time = glfw.get_time()
        try:
            while not glfw.window_should_close(self.window):
                glfw.poll_events()
                if any((
                    (
                        glfw.get_key(self.window, glfw.KEY_LEFT_ALT) and \
                        glfw.get_key(self.window, glfw.KEY_F4)
                    ), (
                        glfw.get_key(self.window, glfw.KEY_LEFT_CONTROL) and \
                        glfw.get_key(self.window, glfw.KEY_Q)
                    )
                )):
                    glfw.set_window_should_close(self.window, True)

                now = glfw.get_time()
                self.update(float(now - old_time))
                old_time = now

                self.render()
                glfw.swap_buffers(self.window)
        except KeyboardInterrupt:
            pass

        glfw.terminate()
Beispiel #31
0
def draw_ranita():
    global posicion_triangulo
    glPushMatrix()
    glTranslatef(posicion_triangulo[0], posicion_triangulo[1], 0.0)
    glScalef(0.5, 0.5, 0.0)

    #Revisar colision
    if colisionando():
        glfw.set_window_should_close(window)
        glColor3f(1, 0, 0)
    else:
        glColor3f(98 / 255, 198 / 255, 0 / 255)

    #RANA
    glTranslatef(0.75, 0.2, 0.0)
    glBegin(GL_QUADS)

    glVertex3f(-0.76, -0.11, 0.0)
    glVertex3f(-0.76, -0.15, 0.0)
    glVertex3f(-0.80, -0.15, 0.0)
    glVertex3f(-0.80, -0.11, 0.0)

    glVertex3f(-0.74, -0.25, 0.0)
    glVertex3f(-0.74, -0.15, 0.0)
    glVertex3f(-0.82, -0.15, 0.0)
    glVertex3f(-0.82, -0.25, 0.0)

    glVertex3f(-0.72, -0.18, 0.0)
    glVertex3f(-0.72, -0.15, 0.0)
    glVertex3f(-0.84, -0.15, 0.0)
    glVertex3f(-0.84, -0.18, 0.0)

    glVertex3f(-0.72, -0.22, 0.0)
    glVertex3f(-0.72, -0.25, 0.0)
    glVertex3f(-0.84, -0.25, 0.0)
    glVertex3f(-0.84, -0.22, 0.0)

    glVertex3f(-0.72, -0.27, 0.0)
    glVertex3f(-0.72, -0.22, 0.0)
    glVertex3f(-0.74, -0.22, 0.0)
    glVertex3f(-0.74, -0.27, 0.0)

    glVertex3f(-0.82, -0.27, 0.0)
    glVertex3f(-0.82, -0.22, 0.0)
    glVertex3f(-0.84, -0.22, 0.0)
    glVertex3f(-0.84, -0.27, 0.0)

    glVertex3f(-0.82, -0.13, 0.0)
    glVertex3f(-0.82, -0.15, 0.0)
    glVertex3f(-0.84, -0.15, 0.0)
    glVertex3f(-0.84, -0.13, 0.0)

    glVertex3f(-0.72, -0.13, 0.0)
    glVertex3f(-0.72, -0.15, 0.0)
    glVertex3f(-0.74, -0.15, 0.0)
    glVertex3f(-0.74, -0.13, 0.0)
    glEnd()

    glPopMatrix()
Beispiel #32
0
 def alarm_handler(signal_number, stack_frame):
     """
     Close the current GLFW window when called due to a SIGALRM.
     """
     assert signal_number == signal.SIGALRM
     window = glfw.get_current_context()
     assert window is not None
     glfw.set_window_should_close(window, True)
Beispiel #33
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def key_event(window,key,scancode,action,mods):
	if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
		glfw.set_window_should_close(window, True)
	if key >= 0 and key < 1024:
		if action == glfw.PRESS:
			keys[key] = True
		elif action == glfw.RELEASE:
			keys[key] = False
Beispiel #34
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def key(window, key, scancode, action, mods):

    # Check for keypress
    if action != 1:
        return

    # TODO: Replace with pause menu
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, True)
        return

    items = config.parser.items("Controls")
    key_map = {}

    for action in actions:
        for item in items:
            if item[0] == action[0]:
                key_chars = item[1].split(",")

        for char in key_chars:
            if char.startswith("NP_"):
                if char == "NP_7":
                    keys = [375, 331]

                elif char == "NP_8":
                    keys = [377, 332]

                elif char == "NP_9":
                    keys = [380, 333]

                elif char == "NP_4":
                    keys = [376, 328]

                elif char == "NP_5":
                    keys = [383, 329]

                elif char == "NP_6":
                    keys = [378, 330]

                elif char == "NP_1":
                    keys = [382, 325]

                elif char == "NP_2":
                    keys = [379, 326]

                elif char == "NP_3":
                    keys = [382, 327]
            else:

                keys = [ord(char)]

            for key_code in keys:
                key_map[key_code] = action[1]

    if key in key_map:
        # FIXME: "Z" does not work?
        key_map[key]()
Beispiel #35
0
def on_key(window, key, scancode, action, mods):
    global d_x
    global color
    if action == glfw.PRESS:
            # ESC to quit
            if key == glfw.KEY_ESCAPE:
                glfw.set_window_should_close(window,1)
            elif key == glfw.KEY_UP:
                d_x += 0.1
            elif key == glfw.KEY_DOWN:
                d_x += -0.1
            elif key == glfw.KEY_SPACE:
                color.red += color.blue
                color.blue = color.red - color.blue
                color.red = color.red - color.blue
Beispiel #36
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    def keyboard_event(self, key, scancode, action, mods):
        """
        Args:
            key (int): The keyboard key that was pressed or released.
            scancode (int): The system-specific scancode of the key.
            action (int): glfw.PRESS, glfw.RELEASE or glfw.REPEAT.
            mods (int): Bit field describing which modifier keys were held down.
        """
        if key == glfw.KEY_ESCAPE:
            print 'Escape pressed...'
            glfw.set_window_should_close(self.window, True)
            return

        # TODO: possibly use glfwSetInputMode here instead
        if action in (glfw.PRESS, glfw.REPEAT):
            self.pressed_keys.add(key)
        else:
            self.pressed_keys.remove(key)
def key_callback(window, key, scancode, action, mods):
    global vertices, to_redraw, debug, to_draw_line, line, edges, cutted_line, to_slice
    if action == glfw.PRESS:
        if key == glfw.KEY_ESCAPE:
            glfw.set_window_should_close(window, 1)
            return
        if key == glfw.KEY_S:
            cutted_line = []
            to_slice = not to_slice  # )))
            to_redraw = True
        if key == glfw.KEY_L:
            to_draw_line = not to_draw_line
        if key == glfw.KEY_C:
            vertices = []
            edges = []
            line = []
            cutted_line = []
            to_draw_line = False
            to_redraw = True
Beispiel #38
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    def handleKeyEvent(self, window, key, scancode, action, mods):
        redisplay = True
        updated = True

        if key in (glfw.KEY_Q, glfw.KEY_ESCAPE) and action == glfw.PRESS:
            glfw.set_window_should_close(window, GL_TRUE)
            updated = False
        elif key == glfw.KEY_KP_1 and action == glfw.PRESS:
            self.camera.front()
        elif key == glfw.KEY_KP_2 and action != glfw.RELEASE:
            self.camera.rotate(0.0, -self.camera.rotationRate)
        elif key == glfw.KEY_KP_3 and action == glfw.PRESS:
            self.camera.side()
        elif key == glfw.KEY_KP_4 and action != glfw.RELEASE:
            self.camera.rotate(-self.camera.rotationRate, 0.0)
        elif key == glfw.KEY_KP_5 and action == glfw.PRESS:
            self.ortho = not self.ortho
        elif key == glfw.KEY_KP_6 and action != glfw.RELEASE:
            self.camera.rotate(self.camera.rotationRate, 0.0)
        elif key == glfw.KEY_KP_7 and action == glfw.PRESS:
            self.camera.top()
        elif key == glfw.KEY_KP_8 and action != glfw.RELEASE:
            self.camera.rotate(0.0, self.camera.rotationRate)
        elif key == glfw.KEY_KP_9 and action == glfw.PRESS:
            self.camera.rotate(math.pi, 0.0)
        elif key == glfw.KEY_KP_DECIMAL and action == glfw.PRESS:
            self.camera.reset()
        elif key == glfw.KEY_KP_SUBTRACT and action == glfw.PRESS:
            self.camera.zoomOut()
        elif key == glfw.KEY_KP_ADD and action == glfw.PRESS:
            self.camera.zoomIn()
        elif key == glfw.KEY_Z and action == glfw.PRESS:
            self.wireframe = not self.wireframe
            updated = False
        else:
            redisplay = False
            updated = False

        if updated:
            self.updateMatrix(self.viewport)
        if redisplay:
            self.redisplay = True
Beispiel #39
0
def KillProgram():
    global window
    glfw.set_window_should_close(window, GL_TRUE)
Beispiel #40
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 def key_cb(self, window, key, scancode, action, mods):
     if key == glfw.KEY_ESCAPE:
         glfw.set_window_should_close(window, True)
     for cb in self.key_callbacks:
         cb(window, key, scancode, action, mods)
Beispiel #41
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def on_key(window, key, scancode, action, mods):
    if( key == glfw.KEY_ESCAPE and action == glfw.PRESS ):
        glfw.set_window_should_close( window, True )
Beispiel #42
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 def on_key(self, window, key, scancode, action, mods):
     if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
         glfw.set_window_should_close(window, 1)
Beispiel #43
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 def close(self):
     """
     Suggest to glfw the window should be closed soon
     """
     glfw.set_window_should_close(self.window, True)
Beispiel #44
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 def key_callback(self, window, key, scancode, action, mods):
     print "key_callback"
     if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
         glfw.set_window_should_close(self.window, True)
Beispiel #45
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 def key_callback(self, window, key, scancode, action, mods):
     "press ESCAPE to quit the application"
     if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
         glfw.set_window_should_close(self.window, True)
def key_cb(window, key, scancode, action, mode):
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        # print("quit now")
        glfw.set_window_should_close(window, True)