def wait_for_event(): # Repeat until a relevant event happened while True: # Discard all input that happened before entering the loop EventModule.get() # Wait for event event = EventModule.wait() # Return Event-Object r, e = convert_event(event) if r: return e
def runWithTwisted2(self): if hasattr(eventmodule, 'init'): # for fastevents eventmodule.init() poster = post_them() poster.start() while 1: #for e in event.get(): #for x in range(200): # ee = event.Event(USEREVENT) # r = event_module.post(ee) # print r #for e in event_module.get(): event_list = [] event_list = eventmodule.get() for e in event_list: if e.type == QUIT: print c.get_fps() poster.stop.append(1) return elif e.type == KEYDOWN: if e.key == K_ESCAPE: print c.get_fps() poster.stop.append(1) else: # *** should we instead pass all events and move this # handling into current event handling? self.handleOneEvent(e) return """
def test_post__clear(self): """Ensure posted events can be cleared.""" for _ in range(10): fastevent.post(event.Event(pygame.USEREVENT)) event.clear() self.assertListEqual(fastevent.get(), []) self.assertListEqual(event.get(), [])
def verifica_evento(self): for event in fastevent.get(): if event.type == QUIT: self.GAMELOOP = False if event.type == KEYDOWN and event.key == K_f: if self.hero.item_grab: self.hero.soltar_item() else: self.hero.grab_item()
def test_get(self): # __doc__ (as of 2008-08-02) for pygame.fastevent.get: # pygame.fastevent.get() -> list of Events # get all events from the queue for _ in range(1, 11): event.post(event.Event(pygame.USEREVENT)) self.assertEquals([e.type for e in fastevent.get()], [pygame.USEREVENT] * 10, race_condition_notification)
def test_get(self): # __doc__ (as of 2008-08-02) for pygame.fastevent.get: # pygame.fastevent.get() -> list of Events # get all events from the queue for _ in range(1, 11): event.post(event.Event(pygame.USEREVENT)) self.assertEquals ( [e.type for e in fastevent.get()], [pygame.USEREVENT] * 10, race_condition_notification )
def poll(self): for e in event.get(): if e.type == pygame.QUIT: self.push(Quit(), "quit") elif e.type == pygame.KEYDOWN: self.push(Key(e.key, e.mod), "keydown") elif e.type == pygame.KEYUP: self.push(Key(e.key, e.mod), "keyup") elif e.type == pygame.ACTIVEEVENT: self.push(Focus(e.state, e.gain), "focus") elif e.type == pygame.MOUSEMOTION: self.push(Mouse(e.buttons, e.pos, e.rel), "mouse") elif e.type == pygame.MOUSEBUTTONDOWN: self.push(Click(e.button, e.pos), "click") elif e.type == pygame.MOUSEBUTTONUP: self.push(Click(e.button, e.pos), "click") else: self.push(Unknown(e), "unknown")
def get_default_midi_val(prompt, decks): print prompt key_entered, midi_entered = False, False while not key_entered or not midi_entered: events = pyfastevent.get() for e in events: if e.type == pygame.KEYDOWN: if (e.key == pygame.K_RETURN) and (midi_entered == True): key_entered = True if e.type == pymidi.MIDIIN: val = e.data2 midi_entered = True if decks.poll(): midi_events = decks.read(1) events = pymidi.midis2events(midi_events, decks.device_id) for e in events: pyfastevent.post(e) return val
def poll(self): for e in event.get(): if e.type == pygame.QUIT: self.push(Quit(), "quit") elif e.type == pygame.KEYDOWN: self.push(Key(e.key, e.mod), "keydown") elif e.type == pygame.KEYUP: self.push(Key(e.key, e.mod), "keyup") elif e.type == pygame.ACTIVEEVENT: self.push(Focus(e.state, e.gain), "focus") elif e.type == pygame.MOUSEMOTION: self.push(Mouse(e.buttons, e.pos, e.rel), "mouse") elif e.type == pygame.MOUSEBUTTONDOWN: self.push(ButtonDown(e.button, e.pos), "buttondown") elif e.type == pygame.MOUSEBUTTONUP: self.push(ButtonUp(e.button, e.pos), "buttonup") else: self.push(Unknown(e), "unknown")
def loop(self, flags=0): """Start the game""" # fix scaling if self.scale != 1: self.screen = pygame.Surface( (self.width / self.scale, self.height / self.scale), flags) self._realscreen = pygame.display.set_mode( (self.width, self.height), flags) else: self.screen = pygame.display.set_mode((self.width, self.height), flags) try: while True: for evt in pgevent.get(): for handler in self._evtHandlers[evt.type]: handler(evt) # this goes after the "main" handlers to give them # a chance to clean up if evt.type == pygame.QUIT: raise SystemExit if not self.paused: for ud in self._updates: ud() pygame.display.update(self._rectList) # set game-global values self.frameTime = self.clock.tick(self.fps) Game.elapsed = self.frameTime * self.timeScale Game.keys = pygame.key.get_pressed() Game.keymods = pygame.key.get_mods() Game.mousepos = pygame.mouse.get_pos() Game.mousebuttons = pygame.mouse.get_pressed() finally: pygame.quit()
def loop(self, flags=0): """Start the game""" # fix scaling if self.scale != 1: self.screen = pygame.Surface((self.width/self.scale, self.height/self.scale), flags) self._realscreen = pygame.display.set_mode((self.width, self.height), flags) else: self.screen = pygame.display.set_mode((self.width, self.height), flags) try: while True: for evt in pgevent.get(): for handler in self._evtHandlers[evt.type]: handler(evt) # this goes after the "main" handlers to give them # a chance to clean up if evt.type == pygame.QUIT: raise SystemExit if not self.paused: for ud in self._updates: ud() pygame.display.update(self._rectList) # set game-global values self.frameTime = self.clock.tick(self.fps) Game.elapsed = self.frameTime * self.timeScale Game.keys = pygame.key.get_pressed() Game.keymods = pygame.key.get_mods() Game.mousepos = pygame.mouse.get_pos() Game.mousebuttons = pygame.mouse.get_pressed() finally: pygame.quit()
def check_for_event(): for event in EventModule.get(): r, e = convert_event(event) if r: return r, e return False, ''
def cancel_events(self): sleep(0.5) for event in EventModule.get(): pass