Beispiel #1
0
def rpc_send_keycode(keycodes):
    # very hard to get it right, not fully tested and fail proof.
    # just the basics.
    from kivy.core.window import Keyboard
    keys = keycodes.split("+")
    scancode = 0
    key = None
    sym = ""
    modifiers = []
    for el in keys:
        if re.match("^[A-Z]", el):
            lower_el = el.lower()
            # modifier detected ? add it
            if lower_el in ("ctrl", "meta", "alt", "shift"):
                modifiers.append(lower_el)
                continue
            # not a modifier, convert to scancode
            sym = lower_el
            key = Keyboard.keycodes.get(lower_el, 0)
        else:
            # may fail, so nothing would be done.
            try:
                key = int(el)
                sym = unichr(key)
            except:
                traceback.print_exc()
                return False
    _send_keycode(key, scancode, sym, modifiers)
    return True
Beispiel #2
0
    def mainloop(self):
        # for android/iOS, we don't want to have any event nor executing our
        # main loop while the pause is going on. This loop wait any event (not
        # handled by the event filter), and remove them from the queue.
        # Nothing happen during the pause on iOS, except gyroscope value sent
        # over joystick. So it's safe.
        while self._pause_loop:
            self._win.wait_event()
            if not self._pause_loop:
                break
            event = self._win.poll()
            if event is None:
                continue
            # As dropfile is send was the app is still in pause.loop
            # we need to dispatch it
            action, args = event[0], event[1:]
            if action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])

        while True:
            event = self._win.poll()
            if event is False:
                break
            if event is None:
                continue

            action, args = event[0], event[1:]
            if action == 'quit':
                if self.dispatch('on_request_close'):
                    continue
                EventLoop.quit = True
                break

            elif action in ('fingermotion', 'fingerdown', 'fingerup'):
                # for finger, pass the raw event to SDL motion event provider
                # XXX this is problematic. On OSX, it generates touches with 0,
                # 0 coordinates, at the same times as mouse. But it works.
                # We have a conflict of using either the mouse or the finger.
                # Right now, we have no mechanism that we could use to know
                # which is the preferred one for the application.
                if platform in ('ios', 'android'):
                    SDL2MotionEventProvider.q.appendleft(event)
                pass

            elif action == 'mousemotion':
                x, y = args
                x, y = self._fix_mouse_pos(x, y)
                self._mouse_x = x
                self._mouse_y = y
                # don't dispatch motion if no button are pressed
                if len(self._mouse_buttons_down) == 0:
                    continue
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            elif action in ('mousebuttondown', 'mousebuttonup'):
                x, y, button = args
                x, y = self._fix_mouse_pos(x, y)
                btn = 'left'
                if button == 3:
                    btn = 'right'
                elif button == 2:
                    btn = 'middle'
                elif button == 4:
                    btn = "mouse4"
                elif button == 5:
                    btn = "mouse5"
                eventname = 'on_mouse_down'
                self._mouse_buttons_down.add(button)
                if action == 'mousebuttonup':
                    eventname = 'on_mouse_up'
                    self._mouse_buttons_down.remove(button)
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch(eventname, x, y, btn, self.modifiers)
            elif action.startswith('mousewheel'):
                self._update_modifiers()
                x, y, button = args
                btn = 'scrolldown'
                if action.endswith('up'):
                    btn = 'scrollup'
                elif action.endswith('right'):
                    btn = 'scrollright'
                elif action.endswith('left'):
                    btn = 'scrollleft'

                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                # times = x if y == 0 else y
                # times = min(abs(times), 100)
                # for k in range(times):
                self._mouse_down = True
                self.dispatch('on_mouse_down', self._mouse_x, self._mouse_y,
                              btn, self.modifiers)
                self._mouse_down = False
                self.dispatch('on_mouse_up', self._mouse_x, self._mouse_y, btn,
                              self.modifiers)

            elif action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])
            # video resize
            elif action == 'windowresized':
                self._size = self._win.window_size
                # don't use trigger here, we want to delay the resize event
                ev = self._do_resize_ev
                if ev is None:
                    ev = Clock.schedule_once(self._do_resize, .1)
                    self._do_resize_ev = ev
                else:
                    ev()

            elif action == 'windowmoved':
                self.dispatch('on_move')

            elif action == 'windowrestored':
                self.dispatch('on_restore')
                self.canvas.ask_update()

            elif action == 'windowexposed':
                self.canvas.ask_update()

            elif action == 'windowminimized':
                self.dispatch('on_minimize')
                if Config.getboolean('kivy', 'pause_on_minimize'):
                    self.do_pause()

            elif action == 'windowmaximized':
                self.dispatch('on_maximize')

            elif action == 'windowhidden':
                self.dispatch('on_hide')

            elif action == 'windowshown':
                self.dispatch('on_show')

            elif action == 'windowfocusgained':
                self._focus = True

            elif action == 'windowfocuslost':
                self._focus = False

            elif action == 'windowenter':
                self.dispatch('on_cursor_enter')

            elif action == 'windowleave':
                self.dispatch('on_cursor_leave')

            elif action == 'joyaxismotion':
                stickid, axisid, value = args
                self.dispatch('on_joy_axis', stickid, axisid, value)
            elif action == 'joyhatmotion':
                stickid, hatid, value = args
                self.dispatch('on_joy_hat', stickid, hatid, value)
            elif action == 'joyballmotion':
                stickid, ballid, xrel, yrel = args
                self.dispatch('on_joy_ball', stickid, ballid, xrel, yrel)
            elif action == 'joybuttondown':
                stickid, buttonid = args
                self.dispatch('on_joy_button_down', stickid, buttonid)
            elif action == 'joybuttonup':
                stickid, buttonid = args
                self.dispatch('on_joy_button_up', stickid, buttonid)

            elif action in ('keydown', 'keyup'):
                mod, key, scancode, kstr = args

                try:
                    key = self.key_map[key]
                except KeyError:
                    pass

                if action == 'keydown':
                    self._update_modifiers(mod, key)
                else:
                    # ignore the key, it has been released
                    self._update_modifiers(mod)

                # if mod in self._meta_keys:
                if (key not in self._modifiers
                        and key not in self.command_keys.keys()):
                    try:
                        kstr_chr = unichr(key)
                        try:
                            # On android, there is no 'encoding' attribute.
                            # On other platforms, if stdout is redirected,
                            # 'encoding' may be None
                            encoding = getattr(sys.stdout, 'encoding',
                                               'utf8') or 'utf8'
                            kstr_chr.encode(encoding)
                            kstr = kstr_chr
                        except UnicodeError:
                            pass
                    except ValueError:
                        pass
                # if 'shift' in self._modifiers and key\
                #        not in self.command_keys.keys():
                #    return

                if action == 'keyup':
                    self.dispatch('on_key_up', key, scancode)
                    continue

                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', key, scancode, kstr,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key, scancode, kstr,
                              self.modifiers)

            elif action == 'textinput':
                text = args[0]
                self.dispatch('on_textinput', text)

            elif action == 'textedit':
                text = args[0]
                self.dispatch('on_textedit', text)

            # unhandled event !
            else:
                Logger.trace('WindowSDL: Unhandled event %s' % str(event))
Beispiel #3
0
    def _mainloop(self):
        EventLoop.idle()

        while True:
            event = self._win.poll()
            if event is False:
                break
            if event is None:
                continue

            action, args = event[0], event[1:]
            if action == 'quit':
                EventLoop.quit = True
                self.close()
                break

            elif action in ('fingermotion', 'fingerdown', 'fingerup'):
                # for finger, pass the raw event to SDL motion event provider
                SDL2MotionEventProvider.q.appendleft(event)

            if action == 'mousemotion':
                x, y = args
                self.mouse_pos = x, self.system_size[1] - y
                # don't dispatch motion if no button are pressed
                self._mouse_x = x
                self._mouse_y = y
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            elif action in ('mousebuttondown', 'mousebuttonup'):
                x, y, button = args
                btn = 'left'
                if button == 3:
                    btn = 'right'
                elif button == 2:
                    btn = 'middle'
                eventname = 'on_mouse_down'
                if action == 'mousebuttonup':
                    eventname = 'on_mouse_up'
                self.dispatch(eventname, x, y, btn, self.modifiers)
            elif action.startswith('mousewheel'):
                self._update_modifiers()
                x, y, button = args
                btn = 'scrolldown'
                if action.endswith('up'):
                    btn = 'scrollup'
                elif action.endswith('right'):
                    btn = 'scrollright'
                elif action.endswith('left'):
                    btn = 'scrollleft'

                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                #times = x if y == 0 else y
                #times = min(abs(times), 100)
                #for k in range(times):
                self._mouse_down = True
                self.dispatch('on_mouse_down',
                    self._mouse_x, self._mouse_y, btn, self.modifiers)
                self._mouse_down = False
                self.dispatch('on_mouse_up',
                    self._mouse_x, self._mouse_y, btn, self.modifiers)

            elif action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])
            # video resize
            elif action == 'windowresized':
                self._size = args
                # don't use trigger here, we want to delay the resize event
                cb = self._do_resize
                Clock.unschedule(cb)
                Clock.schedule_once(cb, .1)

            elif action == 'windowresized':
                self.canvas.ask_update()

            elif action == 'windowrestored':
                self.canvas.ask_update()

            elif action == 'windowminimized':
                self.do_pause()

            elif action == 'joyaxismotion':
                stickid, axisid, value = args
                self.dispatch('on_joy_axis', stickid, axisid, value)
            elif action == 'joyhatmotion':
                stickid, hatid, value = args
                self.dispatch('on_joy_hat', stickid, hatid, value)
            elif action == 'joyballmotion':
                stickid, ballid, xrel, yrel = args
                self.dispatch('on_joy_ball', stickid, ballid, xrel, yrel)
            elif action == 'joybuttondown':
                stickid, buttonid = args
                self.dispatch('on_joy_button_down', stickid, buttonid)
            elif action == 'joybuttonup':
                stickid, buttonid = args
                self.dispatch('on_joy_button_up', stickid, buttonid)
                
            elif action in ('keydown', 'keyup'):
                mod, key, scancode, kstr = args
                if mod in self._meta_keys:
                    try:
                        kstr = unichr(key)
                    except ValueError:
                        pass

                # XXX ios keyboard suck, when backspace is hit, the delete
                # keycode is sent. fix it.
                key_swap = {127: 8,  # back
                            SDLK_LEFT: 276,
                            SDLK_RIGHT: 275,
                            SDLK_UP: 273,
                            SDLK_DOWN: 274,
                            SDLK_HOME: 278,
                            SDLK_END: 279,
                            SDLK_PAGEDOWN: 281,
                            SDLK_PAGEUP: 280,
                            SDLK_SHIFTL: 303,
                            SDLK_SHIFTR: 304}
                try:
                    key = key_swap[key]
                except KeyError:
                    pass

                self._update_modifiers(mod)
                if action == 'keyup':
                    self.dispatch('on_key_up', key, scancode)
                    continue

                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', key,
                                 scancode, kstr,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key,
                              scancode, kstr,
                              self.modifiers)

            elif action == 'textinput':
                key = args[0][0]
                # XXX on IOS, keydown/up don't send unicode anymore.
                # With latest sdl, the text is sent over textinput
                # Right now, redo keydown/up, but we need to seperate both call
                # too. (and adapt on_key_* API.)
                self.dispatch('on_key_down', key, None, args[0],
                              self.modifiers)
                self.dispatch('on_keyboard', None, None, args[0],
                              self.modifiers)
                self.dispatch('on_key_up', key, None, args[0],
                              self.modifiers)
Beispiel #4
0
    def _mainloop(self):
        EventLoop.idle()

        while True:
            event = self._win.poll()
            if event is False:
                break
            if event is None:
                continue

            action, args = event[0], event[1:]
            if action == 'quit':
                if self.dispatch('on_request_close'):
                    continue
                EventLoop.quit = True
                self.close()
                break

            elif action in ('fingermotion', 'fingerdown', 'fingerup'):
                # for finger, pass the raw event to SDL motion event provider
                # XXX this is problematic. On OSX, it generates touches with 0,
                # 0 coordinates, at the same times as mouse. But it works.
                # We have a conflict of using either the mouse or the finger.
                # Right now, we have no mechanism that we could use to know
                # which is the preferred one for the application.
                if platform == "ios":
                    SDL2MotionEventProvider.q.appendleft(event)
                pass

            elif action == 'mousemotion':
                x, y = args
                x, y = self._fix_mouse_pos(x, y)
                self._mouse_x = x
                self._mouse_y = y
                # don't dispatch motion if no button are pressed
                if len(self._mouse_buttons_down) == 0:
                    continue
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            elif action in ('mousebuttondown', 'mousebuttonup'):
                x, y, button = args
                x, y = self._fix_mouse_pos(x, y)
                btn = 'left'
                if button == 3:
                    btn = 'right'
                elif button == 2:
                    btn = 'middle'
                eventname = 'on_mouse_down'
                self._mouse_buttons_down.add(button)
                if action == 'mousebuttonup':
                    eventname = 'on_mouse_up'
                    self._mouse_buttons_down.remove(button)
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch(eventname, x, y, btn, self.modifiers)
            elif action.startswith('mousewheel'):
                self._update_modifiers()
                x, y, button = args
                btn = 'scrolldown'
                if action.endswith('up'):
                    btn = 'scrollup'
                elif action.endswith('right'):
                    btn = 'scrollright'
                elif action.endswith('left'):
                    btn = 'scrollleft'

                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                #times = x if y == 0 else y
                #times = min(abs(times), 100)
                #for k in range(times):
                self._mouse_down = True
                self.dispatch('on_mouse_down',
                    self._mouse_x, self._mouse_y, btn, self.modifiers)
                self._mouse_down = False
                self.dispatch('on_mouse_up',
                    self._mouse_x, self._mouse_y, btn, self.modifiers)

            elif action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])
            # video resize
            elif action == 'windowresized':
                self._size = self._win.window_size
                # don't use trigger here, we want to delay the resize event
                cb = self._do_resize
                Clock.unschedule(cb)
                Clock.schedule_once(cb, .1)

            elif action == 'windowresized':
                self.canvas.ask_update()

            elif action == 'windowrestored':
                self.canvas.ask_update()

            elif action == 'windowexposed':
                self.canvas.ask_update()

            elif action == 'windowminimized':
                if Config.getboolean('kivy', 'pause_on_minimize'):
                    self.do_pause()

            elif action == 'joyaxismotion':
                stickid, axisid, value = args
                self.dispatch('on_joy_axis', stickid, axisid, value)
            elif action == 'joyhatmotion':
                stickid, hatid, value = args
                self.dispatch('on_joy_hat', stickid, hatid, value)
            elif action == 'joyballmotion':
                stickid, ballid, xrel, yrel = args
                self.dispatch('on_joy_ball', stickid, ballid, xrel, yrel)
            elif action == 'joybuttondown':
                stickid, buttonid = args
                self.dispatch('on_joy_button_down', stickid, buttonid)
            elif action == 'joybuttonup':
                stickid, buttonid = args
                self.dispatch('on_joy_button_up', stickid, buttonid)

            elif action in ('keydown', 'keyup'):
                mod, key, scancode, kstr = args

                key_swap = {
                    SDLK_LEFT: 276, SDLK_RIGHT: 275, SDLK_UP: 273,
                    SDLK_DOWN: 274, SDLK_HOME: 278, SDLK_END: 279,
                    SDLK_PAGEDOWN: 281, SDLK_PAGEUP: 280, SDLK_SHIFTR: 303,
                    SDLK_SHIFTL: 304, SDLK_SUPER: 309, SDLK_LCTRL: 305,
                    SDLK_RCTRL: 306, SDLK_LALT: 308, SDLK_RALT: 307,
                    SDLK_CAPS: 301, SDLK_INSERT: 277, SDLK_F1: 282,
                    SDLK_F2: 283, SDLK_F3: 284, SDLK_F4: 285, SDLK_F5: 286,
                    SDLK_F6: 287, SDLK_F7: 288, SDLK_F8: 289, SDLK_F9: 290,
                    SDLK_F10: 291, SDLK_F11: 292, SDLK_F12: 293, SDLK_F13: 294,
                    SDLK_F14: 295, SDLK_F15: 296, SDLK_KEYPADNUM: 300,
                    SDLK_KP_DEVIDE: 267, SDLK_KP_MULTIPLY: 268,
                    SDLK_KP_MINUS: 269, SDLK_KP_PLUS: 270, SDLK_KP_ENTER: 271,
                    SDLK_KP_DOT: 266, SDLK_KP_0: 256, SDLK_KP_1: 257,
                    SDLK_KP_2: 258, SDLK_KP_3: 259, SDLK_KP_4: 260,
                    SDLK_KP_5: 261, SDLK_KP_6: 262, SDLK_KP_7: 263,
                    SDLK_KP_8: 264, SDLK_KP_9: 265}

                if platform == 'ios':
                    # XXX ios keyboard suck, when backspace is hit, the delete
                    # keycode is sent. fix it.
                    key_swap[127] = 8  # back

                try:
                    key = key_swap[key]
                except KeyError:
                    pass

                if action == 'keydown':
                    self._update_modifiers(mod, key)
                else:
                    self._update_modifiers(mod)  # ignore the key, it
                                                 # has been released

                # if mod in self._meta_keys:
                if (key not in self._modifiers and
                    key not in self.command_keys.keys()):
                    try:
                        kstr = unichr(key)
                    except ValueError:
                        pass
                #if 'shift' in self._modifiers and key\
                #        not in self.command_keys.keys():
                #    return

                if action == 'keyup':
                    self.dispatch('on_key_up', key, scancode)
                    continue

                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', key,
                                 scancode, kstr,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key,
                              scancode, kstr,
                              self.modifiers)

            elif action == 'textinput':
                text = args[0]
                self.dispatch('on_textinput', text)
                # XXX on IOS, keydown/up don't send unicode anymore.
                # With latest sdl, the text is sent over textinput
                # Right now, redo keydown/up, but we need to seperate both call
                # too. (and adapt on_key_* API.)
                #self.dispatch()
                #self.dispatch('on_key_down', key, None, args[0],
                #              self.modifiers)
                #self.dispatch('on_keyboard', None, None, args[0],
                #              self.modifiers)
                #self.dispatch('on_key_up', key, None, args[0],
                #              self.modifiers)

            # unhandled event !
            else:
                Logger.trace('WindowSDL: Unhandled event %s' % str(event))
Beispiel #5
0
    def _mainloop(self):
        EventLoop.idle()

        # for android/iOS, we don't want to have any event nor executing our
        # main loop while the pause is going on. This loop wait any event (not
        # handled by the event filter), and remove them from the queue.
        # Nothing happen during the pause on iOS, except gyroscope value sent
        # over joystick. So it's safe.
        while self._pause_loop:
            self._win.wait_event()
            if not self._pause_loop:
                break
            self._win.poll()

        while True:
            event = self._win.poll()
            if event is False:
                break
            if event is None:
                continue

            action, args = event[0], event[1:]
            if action == 'quit':
                if self.dispatch('on_request_close'):
                    continue
                EventLoop.quit = True
                self.close()
                break

            elif action in ('fingermotion', 'fingerdown', 'fingerup'):
                # for finger, pass the raw event to SDL motion event provider
                # XXX this is problematic. On OSX, it generates touches with 0,
                # 0 coordinates, at the same times as mouse. But it works.
                # We have a conflict of using either the mouse or the finger.
                # Right now, we have no mechanism that we could use to know
                # which is the preferred one for the application.
                if platform in ('ios', 'android'):
                    SDL2MotionEventProvider.q.appendleft(event)
                pass

            elif action == 'mousemotion':
                x, y = args
                x, y = self._fix_mouse_pos(x, y)
                self._mouse_x = x
                self._mouse_y = y
                # don't dispatch motion if no button are pressed
                if len(self._mouse_buttons_down) == 0:
                    continue
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            elif action in ('mousebuttondown', 'mousebuttonup'):
                x, y, button = args
                x, y = self._fix_mouse_pos(x, y)
                btn = 'left'
                if button == 3:
                    btn = 'right'
                elif button == 2:
                    btn = 'middle'
                eventname = 'on_mouse_down'
                self._mouse_buttons_down.add(button)
                if action == 'mousebuttonup':
                    eventname = 'on_mouse_up'
                    self._mouse_buttons_down.remove(button)
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch(eventname, x, y, btn, self.modifiers)
            elif action.startswith('mousewheel'):
                self._update_modifiers()
                x, y, button = args
                btn = 'scrolldown'
                if action.endswith('up'):
                    btn = 'scrollup'
                elif action.endswith('right'):
                    btn = 'scrollright'
                elif action.endswith('left'):
                    btn = 'scrollleft'

                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                #times = x if y == 0 else y
                #times = min(abs(times), 100)
                #for k in range(times):
                self._mouse_down = True
                self.dispatch('on_mouse_down',
                    self._mouse_x, self._mouse_y, btn, self.modifiers)
                self._mouse_down = False
                self.dispatch('on_mouse_up',
                    self._mouse_x, self._mouse_y, btn, self.modifiers)

            elif action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])
            # video resize
            elif action == 'windowresized':
                self._size = self._win.window_size
                # don't use trigger here, we want to delay the resize event
                ev = self._do_resize_ev
                if ev is None:
                    ev = self._do_resize_ev = Clock.schedule_once(self._do_resize, .1)
                else:
                    ev()

            elif action == 'windowresized':
                self.canvas.ask_update()

            elif action == 'windowrestored':
                self.dispatch('on_restore')
                self.canvas.ask_update()

            elif action == 'windowexposed':
                self.canvas.ask_update()

            elif action == 'windowminimized':
                self.dispatch('on_minimize')
                if Config.getboolean('kivy', 'pause_on_minimize'):
                    self.do_pause()

            elif action == 'windowmaximized':
                self.dispatch('on_maximize')

            elif action == 'windowhidden':
                self.dispatch('on_hide')

            elif action == 'windowshown':
                self.dispatch('on_show')

            elif action == 'windowfocusgained':
                self._focus = True

            elif action == 'windowfocuslost':
                self._focus = False

            elif action == 'windowenter':
                self.dispatch('on_cursor_enter')

            elif action == 'windowleave':
                self.dispatch('on_cursor_leave')

            elif action == 'joyaxismotion':
                stickid, axisid, value = args
                self.dispatch('on_joy_axis', stickid, axisid, value)
            elif action == 'joyhatmotion':
                stickid, hatid, value = args
                self.dispatch('on_joy_hat', stickid, hatid, value)
            elif action == 'joyballmotion':
                stickid, ballid, xrel, yrel = args
                self.dispatch('on_joy_ball', stickid, ballid, xrel, yrel)
            elif action == 'joybuttondown':
                stickid, buttonid = args
                self.dispatch('on_joy_button_down', stickid, buttonid)
            elif action == 'joybuttonup':
                stickid, buttonid = args
                self.dispatch('on_joy_button_up', stickid, buttonid)

            elif action in ('keydown', 'keyup'):
                mod, key, scancode, kstr = args

                try:
                    key = self.key_map[key]
                except KeyError:
                    pass

                if action == 'keydown':
                    self._update_modifiers(mod, key)
                else:
                    self._update_modifiers(mod)  # ignore the key, it
                                                 # has been released

                # if mod in self._meta_keys:
                if (key not in self._modifiers and
                    key not in self.command_keys.keys()):
                    try:
                        kstr = unichr(key)
                    except ValueError:
                        pass
                #if 'shift' in self._modifiers and key\
                #        not in self.command_keys.keys():
                #    return

                if action == 'keyup':
                    self.dispatch('on_key_up', key, scancode)
                    continue

                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', key,
                                 scancode, kstr,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key,
                              scancode, kstr,
                              self.modifiers)

            elif action == 'textinput':
                text = args[0]
                self.dispatch('on_textinput', text)

            # unhandled event !
            else:
                Logger.trace('WindowSDL: Unhandled event %s' % str(event))
Beispiel #6
0
    def _mainloop(self):
        EventLoop.idle()

        # for android/iOS, we don't want to have any event nor executing our
        # main loop while the pause is going on. This loop wait any event (not
        # handled by the event filter), and remove them from the queue.
        # Nothing happen during the pause on iOS, except gyroscope value sended
        # over joystick. So it's safe.
        while self._pause_loop:
            self._win.wait_event()
            if not self._pause_loop:
                break
            self._win.poll()

        while True:
            event = self._win.poll()
            if event is False:
                break
            if event is None:
                continue

            action, args = event[0], event[1:]
            if action == 'quit':
                if self.dispatch('on_request_close'):
                    continue
                EventLoop.quit = True
                self.close()
                break

            elif action in ('fingermotion', 'fingerdown', 'fingerup'):
                # for finger, pass the raw event to SDL motion event provider
                # XXX this is problematic. On OSX, it generates touches with 0,
                # 0 coordinates, at the same times as mouse. But it works.
                # We have a conflict of using either the mouse or the finger.
                # Right now, we have no mechanism that we could use to know
                # which is the preferred one for the application.
                if platform in ('ios', 'android'):
                    SDL2MotionEventProvider.q.appendleft(event)
                pass

            elif action == 'mousemotion':
                x, y = args
                x, y = self._fix_mouse_pos(x, y)
                self._mouse_x = x
                self._mouse_y = y
                # don't dispatch motion if no button are pressed
                if len(self._mouse_buttons_down) == 0:
                    continue
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            elif action in ('mousebuttondown', 'mousebuttonup'):
                x, y, button = args
                x, y = self._fix_mouse_pos(x, y)
                btn = 'left'
                if button == 3:
                    btn = 'right'
                elif button == 2:
                    btn = 'middle'
                eventname = 'on_mouse_down'
                self._mouse_buttons_down.add(button)
                if action == 'mousebuttonup':
                    eventname = 'on_mouse_up'
                    self._mouse_buttons_down.remove(button)
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch(eventname, x, y, btn, self.modifiers)
            elif action.startswith('mousewheel'):
                self._update_modifiers()
                x, y, button = args
                btn = 'scrolldown'
                if action.endswith('up'):
                    btn = 'scrollup'
                elif action.endswith('right'):
                    btn = 'scrollright'
                elif action.endswith('left'):
                    btn = 'scrollleft'

                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                #times = x if y == 0 else y
                #times = min(abs(times), 100)
                #for k in range(times):
                self._mouse_down = True
                self.dispatch('on_mouse_down', self._mouse_x, self._mouse_y,
                              btn, self.modifiers)
                self._mouse_down = False
                self.dispatch('on_mouse_up', self._mouse_x, self._mouse_y, btn,
                              self.modifiers)

            elif action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])
            # video resize
            elif action == 'windowresized':
                self._size = self._win.window_size
                # don't use trigger here, we want to delay the resize event
                cb = self._do_resize
                Clock.unschedule(cb)
                Clock.schedule_once(cb, .1)

            elif action == 'windowresized':
                self.canvas.ask_update()

            elif action == 'windowrestored':
                self.canvas.ask_update()

            elif action == 'windowexposed':
                self.canvas.ask_update()

            elif action == 'windowminimized':
                if Config.getboolean('kivy', 'pause_on_minimize'):
                    self.do_pause()

            elif action == 'joyaxismotion':
                stickid, axisid, value = args
                self.dispatch('on_joy_axis', stickid, axisid, value)
            elif action == 'joyhatmotion':
                stickid, hatid, value = args
                self.dispatch('on_joy_hat', stickid, hatid, value)
            elif action == 'joyballmotion':
                stickid, ballid, xrel, yrel = args
                self.dispatch('on_joy_ball', stickid, ballid, xrel, yrel)
            elif action == 'joybuttondown':
                stickid, buttonid = args
                self.dispatch('on_joy_button_down', stickid, buttonid)
            elif action == 'joybuttonup':
                stickid, buttonid = args
                self.dispatch('on_joy_button_up', stickid, buttonid)

            elif action in ('keydown', 'keyup'):
                mod, key, scancode, kstr = args

                key_swap = {
                    SDLK_LEFT: 276,
                    SDLK_RIGHT: 275,
                    SDLK_UP: 273,
                    SDLK_DOWN: 274,
                    SDLK_HOME: 278,
                    SDLK_END: 279,
                    SDLK_PAGEDOWN: 281,
                    SDLK_PAGEUP: 280,
                    SDLK_SHIFTR: 303,
                    SDLK_SHIFTL: 304,
                    SDLK_SUPER: 309,
                    SDLK_LCTRL: 305,
                    SDLK_RCTRL: 306,
                    SDLK_LALT: 308,
                    SDLK_RALT: 307,
                    SDLK_CAPS: 301,
                    SDLK_INSERT: 277,
                    SDLK_F1: 282,
                    SDLK_F2: 283,
                    SDLK_F3: 284,
                    SDLK_F4: 285,
                    SDLK_F5: 286,
                    SDLK_F6: 287,
                    SDLK_F7: 288,
                    SDLK_F8: 289,
                    SDLK_F9: 290,
                    SDLK_F10: 291,
                    SDLK_F11: 292,
                    SDLK_F12: 293,
                    SDLK_F13: 294,
                    SDLK_F14: 295,
                    SDLK_F15: 296,
                    SDLK_KEYPADNUM: 300,
                    SDLK_KP_DEVIDE: 267,
                    SDLK_KP_MULTIPLY: 268,
                    SDLK_KP_MINUS: 269,
                    SDLK_KP_PLUS: 270,
                    SDLK_KP_ENTER: 271,
                    SDLK_KP_DOT: 266,
                    SDLK_KP_0: 256,
                    SDLK_KP_1: 257,
                    SDLK_KP_2: 258,
                    SDLK_KP_3: 259,
                    SDLK_KP_4: 260,
                    SDLK_KP_5: 261,
                    SDLK_KP_6: 262,
                    SDLK_KP_7: 263,
                    SDLK_KP_8: 264,
                    SDLK_KP_9: 265
                }

                if platform == 'ios':
                    # XXX ios keyboard suck, when backspace is hit, the delete
                    # keycode is sent. fix it.
                    key_swap[127] = 8  # back

                try:
                    key = key_swap[key]
                except KeyError:
                    pass

                if action == 'keydown':
                    self._update_modifiers(mod, key)
                else:
                    self._update_modifiers(mod)  # ignore the key, it
                    # has been released

                # if mod in self._meta_keys:
                if (key not in self._modifiers
                        and key not in self.command_keys.keys()):
                    try:
                        kstr = unichr(key)
                    except ValueError:
                        pass
                #if 'shift' in self._modifiers and key\
                #        not in self.command_keys.keys():
                #    return

                if action == 'keyup':
                    self.dispatch('on_key_up', key, scancode)
                    continue

                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', key, scancode, kstr,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key, scancode, kstr,
                              self.modifiers)

            elif action == 'textinput':
                text = args[0]
                self.dispatch('on_textinput', text)

            # unhandled event !
            else:
                Logger.trace('WindowSDL: Unhandled event %s' % str(event))
Beispiel #7
0
    def _mainloop(self):
        EventLoop.idle()

        while True:
            event = self._win.poll()
            if event is False:
                break
            if event is None:
                continue

            action, args = event[0], event[1:]
            if action == 'quit':
                EventLoop.quit = True
                self.close()
                break

            elif action in ('fingermotion', 'fingerdown', 'fingerup'):
                # for finger, pass the raw event to SDL motion event provider
                # XXX this is problematic. On OSX, it generates touches with 0,
                # 0 coordinates, at the same times as mouse. But it works.
                # We have a conflict of using either the mouse or the finger.
                # Right now, we have no mechanism that we could use to know
                # which is the preferred one for the application.
                #SDL2MotionEventProvider.q.appendleft(event)
                pass

            elif action == 'mousemotion':
                x, y = args
                self.mouse_pos = x, self.system_size[1] - y
                self._mouse_x = x
                self._mouse_y = y
                # don't dispatch motion if no button are pressed
                if len(self._mouse_buttons_down) == 0:
                    continue
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            elif action in ('mousebuttondown', 'mousebuttonup'):
                x, y, button = args
                btn = 'left'
                if button == 3:
                    btn = 'right'
                elif button == 2:
                    btn = 'middle'
                eventname = 'on_mouse_down'
                self._mouse_buttons_down.add(button)
                if action == 'mousebuttonup':
                    eventname = 'on_mouse_up'
                    self._mouse_buttons_down.remove(button)
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch(eventname, x, y, btn, self.modifiers)
            elif action.startswith('mousewheel'):
                self._update_modifiers()
                x, y, button = args
                btn = 'scrolldown'
                if action.endswith('up'):
                    btn = 'scrollup'
                elif action.endswith('right'):
                    btn = 'scrollright'
                elif action.endswith('left'):
                    btn = 'scrollleft'

                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                #times = x if y == 0 else y
                #times = min(abs(times), 100)
                #for k in range(times):
                self._mouse_down = True
                self.dispatch('on_mouse_down', self._mouse_x, self._mouse_y,
                              btn, self.modifiers)
                self._mouse_down = False
                self.dispatch('on_mouse_up', self._mouse_x, self._mouse_y, btn,
                              self.modifiers)

            elif action == 'dropfile':
                dropfile = args
                self.dispatch('on_dropfile', dropfile[0])
            # video resize
            elif action == 'windowresized':
                self._size = args
                # don't use trigger here, we want to delay the resize event
                cb = self._do_resize
                Clock.unschedule(cb)
                Clock.schedule_once(cb, .1)

            elif action == 'windowresized':
                self.canvas.ask_update()

            elif action == 'windowrestored':
                self.canvas.ask_update()

            elif action == 'windowexposed':
                self.canvas.ask_update()

            elif action == 'windowminimized':
                if Config.getboolean('kivy', 'pause_on_minimize'):
                    self.do_pause()

            elif action == 'joyaxismotion':
                stickid, axisid, value = args
                self.dispatch('on_joy_axis', stickid, axisid, value)
            elif action == 'joyhatmotion':
                stickid, hatid, value = args
                self.dispatch('on_joy_hat', stickid, hatid, value)
            elif action == 'joyballmotion':
                stickid, ballid, xrel, yrel = args
                self.dispatch('on_joy_ball', stickid, ballid, xrel, yrel)
            elif action == 'joybuttondown':
                stickid, buttonid = args
                self.dispatch('on_joy_button_down', stickid, buttonid)
            elif action == 'joybuttonup':
                stickid, buttonid = args
                self.dispatch('on_joy_button_up', stickid, buttonid)

            elif action in ('keydown', 'keyup'):
                mod, key, scancode, kstr = args
                if mod in self._meta_keys:
                    try:
                        kstr = unichr(key)
                    except ValueError:
                        pass

                key_swap = {
                    SDLK_LEFT: 276,
                    SDLK_RIGHT: 275,
                    SDLK_UP: 273,
                    SDLK_DOWN: 274,
                    SDLK_HOME: 278,
                    SDLK_END: 279,
                    SDLK_PAGEDOWN: 281,
                    SDLK_PAGEUP: 280,
                    SDLK_SHIFTL: 303,
                    SDLK_SHIFTR: 304,
                    SDLK_LCTRL: KMOD_LCTRL,
                    SDLK_RCTRL: KMOD_RCTRL,
                    SDLK_LALT: KMOD_LALT,
                    SDLK_RALT: KMOD_RALT
                }

                if platform == 'ios':
                    # XXX ios keyboard suck, when backspace is hit, the delete
                    # keycode is sent. fix it.
                    key_swap[127] = 8  # back

                try:
                    key = key_swap[key]
                except KeyError:
                    pass

                if action == 'keydown':
                    self._update_modifiers(mod, key)
                else:
                    self._update_modifiers(mod)  # ignore the key, it
                    # has been released
                if 'shift' in self._modifiers and key\
                        not in self.command_keys.keys():
                    return

                if action == 'keyup':
                    self.dispatch('on_key_up', key, scancode)
                    continue

                # don't dispatch more key if down event is accepted
                if self.dispatch('on_key_down', key, scancode, kstr,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key, scancode, kstr,
                              self.modifiers)

            elif action == 'textinput':
                key = args[0][0]
                # XXX on IOS, keydown/up don't send unicode anymore.
                # With latest sdl, the text is sent over textinput
                # Right now, redo keydown/up, but we need to seperate both call
                # too. (and adapt on_key_* API.)
                self.dispatch('on_key_down', key, None, args[0],
                              self.modifiers)
                self.dispatch('on_keyboard', None, None, args[0],
                              self.modifiers)
                self.dispatch('on_key_up', key, None, args[0], self.modifiers)

            # unhandled event !
            else:
                Logger.trace('WindowSDL: Unhandled event %s' % str(event))