Ejemplo n.º 1
0
 def __init__(self):
     self.global_keymap = Keymap()
     self.global_keymap.register_key(Key(pygame.KMOD_CTRL, pygame.K_q),
                                     keydown_noarg(self._quit))
     self.global_keymap.activate()
     self.mouse_map = MouseMap()
     self.lc = LoopingCall(self._iteration)
Ejemplo n.º 2
0
class Loop(object):
    fps = 20
    def __init__(self):
        self.global_keymap = Keymap()
        self.global_keymap.register_key(Key(pygame.KMOD_CTRL, pygame.K_q),
                                        keydown_noarg(self._quit))
        self.global_keymap.activate()
        self.mouse_map = MouseMap()
        self.lc = LoopingCall(self._iteration)
        
    def _handle_event(self, event):
        if event.type == pygame.QUIT:
            self._quit()
        if event.type in [pygame.KEYDOWN, pygame.KEYUP]:
            self.global_keymap.key_event(event)
        if event.type in [pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP, pygame.MOUSEMOTION]:
            self.mouse_map.mouse_event(MouseEvent(event))
    def _quit(self):
        """Quits the program"""
        self.lc.stop()
    def _stop(self, e):
        reactor.stop()
        
    def loop(self, display, widget):
        self.display = display
        self.widget = widget
        self.global_keymap.set_next_keymap(self.widget.keymap)

        reactor.callWhenRunning(self._start_loop)
        reactor.run()

    def _start_loop(self):
        d = self.lc.start(1. / self.fps)
        d.addCallback(self._stop)
        d.addErrback(twisted.python.log.err)

    def _iteration(self):
        draw.offset.step()
        for event in pygame.event.get():
            self._handle_event(event)
        draw.fill(self.display, (0, 0, 0))
        self.widget.update()
        self.widget.draw(self.display, (0, 0))
        pygame.display.flip()