Exemple #1
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	def on_key_press_event(self, actor, event):
		#actor = stage.get_actor_at_pos(clutter.PICK_ALL, int(event.x), int(event.y))
		if event.keyval == clutter.keysyms.Home:
			self.graphview.reset()
		if event.keyval == clutter.keysyms.Escape:
			clutter.main_quit()
		return True
 def parseKeyPress(self, actor, event):
     # do stuff when the user presses a key
     # it would be awesome if I could find some documentation regarding clutter.keysyms
     if event.keyval in [clutter.keysyms.q, clutter.keysyms.Escape]:
         # if the user pressed "q" quit the test
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.s:
         # if the user pressed "s" swap the labels
         self.swapLabels()
Exemple #3
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 def parseKeyPress(self, actor, event):
     #do stuff when the user presses a key
     #it would be awesome if I could find some documentation regarding clutter.keysyms
     if event.keyval == clutter.keysyms.q:
         #if the user pressed "q" quit the test
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.s:
         #if the user pressed "s" swap the labels
         self.swapLabels()
Exemple #4
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 def quit(self, *args):
     log.info("Exiting...")
     
     self.updater.stop()
     self.photo_pool.stop()
     
     self.updater.join()
     self.photo_pool.join()
     
     clutter.main_quit()
Exemple #5
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    def on_key_press (self, stage, event):
        if event.keyval == clutter.keysyms.q:
            clutter.main_quit()
            return True

        if event.keyval == clutter.keysyms.r:
            for hand in self:
                hand.show()
            return True

        return False
    def on_key_press( self, stage, event ):
        if event.keyval == gtk.keysyms.Page_Up:
            self.scroll( 200 )
        elif event.keyval == gtk.keysyms.Page_Down:
            self.scroll( -200 )
        elif event.keyval == gtk.keysyms.Up:
            self.scroll( 5 )
        elif event.keyval == gtk.keysyms.Down:
            self.scroll( -5 )
        elif event.keyval == gtk.keysyms.Escape:
            clutter.main_quit()

        return True
Exemple #7
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 def key_press(self, stage, event):
     """Handle key presses."""
     if event.keyval == clutter.keysyms.q:
         #if the user pressed "q" quit the demo
         clutter.main_quit()
     if event.keyval in (clutter.keysyms.plus, clutter.keysyms.o):
         #if the user pressed "+" zoom in
         self.actor.zoom_in()
     if event.keyval in (clutter.keysyms.minus, clutter.keysyms.i):
         #if the user pressed "-" zoom out
         self.actor.zoom_out()
     elif event.keyval == clutter.keysyms.a:
         #if the user pressed "a" turn people into ants. OMG!
         for marker in self.markers:
             marker.toggle_ant()
     print event.keyval
Exemple #8
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def OnKeyPressEvent(stage, event, show):
  """Handle Keypress Events.

  Args:
     event: (clutter event) keypress event
     show: (Slider) Slideshow instance
  """
  logging.debug('Got keypress %s' % event.keyval)
  # Handle `q`
  if (event.keyval == 113):
    clutter.main_quit()
    sys.exit(0)
  elif (event.keyval == 65363):
    if FLAGS.manualadvance:
      logging.debug('Got arrow key, nexting?')
      show.next()
    else:
      logging.debug('Got arrow key, manual advance disabled')
 def parseKeyPress(self, stage, event):
     #do stuff when the user presses a key
     if event.keyval == clutter.keysyms.q:
         #if the user pressed "q" quit the app
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.Down:
         #if the user pressed Down arrow - get an older entry
         self.entry+=1
         if (self.entry > len(self.feed.entries)):
             self.entry-=1
         else:
             self.flipfeed()
     elif event.keyval == clutter.keysyms.Up:
         #if the user pressed Up arrow - get a more recent entry
         self.entry -=1
         if (self.entry < 0):
             self.entry =0
         else:
             self.flipfeed()
Exemple #10
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 def do_standalone_display(self):
   """This might be useful somewhere. (no resize)"""
   stage = clutter.Stage()
   stage.connect('destroy', clutter.main_quit)
   stage.connect('key-press-event', lambda x,y: clutter.main_quit())
   stage.set_fullscreen(True)
   stage.set_color(clutter.color_from_string('black'))
   stage.add(self.group)
   stage.show_all()
   clutter.main()
Exemple #11
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 def on_press(self, actor, event):
     """
     Toplevel callback for when buttons are pressed.
     """
     if event.keyval == clutter.keysyms.Escape:
         logging.info('Escape button pressed. Quitting jukebox.')
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.space:
         logging.debug('Space button pressed which means credit insert.')
         logging.info('Reading new credits value.')
         credits_load()
         self.screen_container.update_screens()
     elif event.keyval == clutter.keysyms.BackSpace:
         logging.info('Showing now playing information.')
         self.footer.display()
     elif event.keyval == clutter.keysyms.f:
         logging.info('Toggling fullscreen.')
         self.stage.set_fullscreen(not stage.get_fullscreen())
     self.screen_container.on_press(actor, event)
Exemple #12
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 def parseKeyPress(self, stage, event):
     #do stuff when the user presses a key
     if event.keyval == clutter.keysyms.q:
         #if the user pressed "q" quit the app
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.Down:
         #if the user pressed Down arrow - get an older entry
         self.entry += 1
         if (self.entry > len(self.feed.entries)):
             self.entry -= 1
         else:
             self.flipfeed()
     elif event.keyval == clutter.keysyms.Up:
         #if the user pressed Up arrow - get a more recent entry
         self.entry -= 1
         if (self.entry < 0):
             self.entry = 0
         else:
             self.flipfeed()
Exemple #13
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 def on_press(self, actor, event):
     """
     Toplevel callback for when buttons are pressed.
     """
     if event.keyval == clutter.keysyms.Escape:
         logging.info('Escape button pressed. Quitting jukebox.')
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.space:
         logging.debug('Space button pressed which means credit insert.')
         logging.info('Reading new credits value.')
         credits_load()
         self.screen_container.update_screens()
     elif event.keyval == clutter.keysyms.BackSpace:
         logging.info('Showing now playing information.')
         self.footer.display()
     elif event.keyval == clutter.keysyms.f:
         logging.info('Toggling fullscreen.')
         self.stage.set_fullscreen(not stage.get_fullscreen())
     self.screen_container.on_press(actor, event)
Exemple #14
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def on_button_press_event (stage, event):
    clutter.main_quit()
Exemple #15
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 def on_press(self, actor, event):
     """
     """
     if event.keyval == clutter.keysyms.Escape:
         clutter.main_quit()
 def shortcuts( self, stage, event ):
     if event.keyval == clutter.keysyms.Escape:
         clutter.main_quit()
Exemple #17
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	def close(self):
		canbus.close()
		clutter.main_quit()
	def delete_event(self, event, data=None):
		clutter.main_quit()
Exemple #19
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 def on_press(self, actor, event):
     """
     """
     if event.keyval == clutter.keysyms.Escape:
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.a:
         # player A rings in.
         game_buttons.player_set(0, True)
         game.buzz(0)
         self.update()
     elif event.keyval == clutter.keysyms.b:
         # player B rings in.
         game_buttons.player_set(1, True)
         game.buzz(1)
         self.update()
     elif event.keyval == clutter.keysyms.c:
         # player C rings in.
         game_buttons.player_set(2, True)
         game.buzz(2)
         self.update()
     elif event.keyval == clutter.keysyms.space:
         if not self.final_round_overlay.is_playing():
             # We do not allow for incoming space button presses when final
             # round overlay music is playing.
             # multi-purpose bar press
             game.bar()
             self.update()
     elif event.keyval == clutter.keysyms.x:
         # cancel
         game.cancel()
         self.update()
     elif event.keyval == clutter.keysyms.y:
         # correct answer
         game.correct_answer()
         self.update()
     elif event.keyval == clutter.keysyms.n:
         # incorrect answer
         game.incorrect_answer()
         self.update()
     elif event.keyval == clutter.keysyms.z:
         logging.debug('resetting player lights')
         game_buttons.reset_player_lights()
     elif event.keyval == clutter.keysyms.l:
         if self.category_overlay in self.get_children():
             self.category_overlay.animate(clutter.LINEAR,
                                           500,
                                           'x', self.category_overlay.get_x() - self.get_width())
         else:
             self.category_overlay.set_size(self.get_width(),
                                            self.get_height())
             self.category_overlay.set_x(self.get_width())
             self.add(self.category_overlay)
             self.category_overlay.animate(clutter.LINEAR,
                                           500,
                                           'x', self.category_overlay.get_x() - self.get_width())
     elif event.keyval == clutter.keysyms.p:
         # DEBUG - for testing end of round condition without clicking everything.
         # don't leave this active in production code!
         for category in game.categories:
             for clue in category.clues:
                 clue.state = 'selected'
         game.categories[0].clues[0].state = 'unanswered'
     elif event.keyval == clutter.keysyms.f:
         # Fullscreen play area.
         self.set_fullscreen(not self.get_fullscreen())
     elif event.keyval == clutter.keysyms.s:
         self.flash_scores()
Exemple #20
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 def do_quit (self, *args):
     print "quitting"
     clutter.main_quit()
Exemple #21
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def on_key_press (stage, event):
    if event.keyval == clutter.keysyms.q:
        clutter.main_quit()
        return True

    return False
 def quit(self, *args):
     print "Exiting..."
     
     clutter.main_quit()
Exemple #23
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def on_key_press_event(stage, event):
  if (event.keyval == 113):
    clutter.main_quit()
Exemple #24
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def on_button_press_event(stage, event):
    print str(event)
    stage.foreach(actor_foreach, 'hello')
    clutter.main_quit()
Exemple #25
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 def on_press(self, actor, event):
     """
     """
     if event.keyval == clutter.keysyms.Escape:
         clutter.main_quit()
     elif event.keyval == clutter.keysyms.a:
         # player A rings in.
         game_buttons.player_set(0, True)
         game.buzz(0)
         self.update()
     elif event.keyval == clutter.keysyms.b:
         # player B rings in.
         game_buttons.player_set(1, True)
         game.buzz(1)
         self.update()
     elif event.keyval == clutter.keysyms.c:
         # player C rings in.
         game_buttons.player_set(2, True)
         game.buzz(2)
         self.update()
     elif event.keyval == clutter.keysyms.space:
         if not self.final_round_overlay.is_playing():
             # We do not allow for incoming space button presses when final
             # round overlay music is playing.
             # multi-purpose bar press
             game.bar()
             self.update()
     elif event.keyval == clutter.keysyms.x:
         # cancel
         game.cancel()
         self.update()
     elif event.keyval == clutter.keysyms.y:
         # correct answer
         game.correct_answer()
         self.update()
     elif event.keyval == clutter.keysyms.n:
         # incorrect answer
         game.incorrect_answer()
         self.update()
     elif event.keyval == clutter.keysyms.z:
         logging.debug('resetting player lights')
         game_buttons.reset_player_lights()
     elif event.keyval == clutter.keysyms.l:
         if self.category_overlay in self.get_children():
             self.category_overlay.animate(
                 clutter.LINEAR, 500, 'x',
                 self.category_overlay.get_x() - self.get_width())
         else:
             self.category_overlay.set_size(self.get_width(),
                                            self.get_height())
             self.category_overlay.set_x(self.get_width())
             self.add(self.category_overlay)
             self.category_overlay.animate(
                 clutter.LINEAR, 500, 'x',
                 self.category_overlay.get_x() - self.get_width())
     elif event.keyval == clutter.keysyms.p:
         # DEBUG - for testing end of round condition without clicking everything.
         # don't leave this active in production code!
         for category in game.categories:
             for clue in category.clues:
                 clue.state = 'selected'
         game.categories[0].clues[0].state = 'unanswered'
     elif event.keyval == clutter.keysyms.f:
         # Fullscreen play area.
         self.set_fullscreen(not self.get_fullscreen())
     elif event.keyval == clutter.keysyms.s:
         self.flash_scores()
Exemple #26
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 def do_quit(self, *args):
     print "quitting"
     clutter.main_quit()
Exemple #27
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 def shutdown_gui(self):
     print "shutdown_gui"
     clutter.main_quit()
Exemple #28
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 def on_press(self, actor, event):
     """
     """
     if event.keyval == clutter.keysyms.Escape:
         clutter.main_quit()
def on_button_press_event(stage, event):
    clutter.main_quit()
Exemple #30
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 def quit(self):
     # Import clutter only in the gobject thread
     import clutter
     clutter.main_quit()
Exemple #31
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def parseKeyPress(self, event):
    if event.keyval == clutter.keysyms.Escape:
        clutter.main_quit()
    elif event.keyval == clutter.keysyms.F11:
        stage.set_fullscreen(not stage.get_fullscreen())
	def input_keys(self, arg2, arg3):
		print "Input width (zero to quit): ",
		width = input()
		if width == 0:
			clutter.main_quit()
			return
		print "Input height (zero to quit): ",
		height = input()
		if height == 0:
			clutter.main_quit()
			return
		print "Input x coordinate (0 to quit): ",
		x = input()
		if x == 0:
			clutter.main_quit()
			return
		while abs(x) > self.x:
			if x < 0:
				x +=self.x
			else:
				x -= self.x
		if x < 0:
			x = self.x - x
		print "Input y coordinate (0 to quit): ",
		y = input()
		if y == 0:
			clutter.main_quit()
			return
		while abs(y) > self.y:
			if y < 0:
				y +=self.y
			else:
				y -= self.y
		if y < 0:
			y = self.y - y
		print "Input colour in hexidecimal ('quit' to quit): #",
		color = "#" + raw_input()
		if color == "#quit":
			clutter.main_quit()
			return
		print "Enter a border width (0 to quit, negative for no border): ",
		border = input()
		if border == 0:
			clutter.main_quit()
			return
		has_border = False
		if border > 0:
			has_border = True
		if has_border:
			print "Enter the border colour ('quit' to quit): #",
			border_color = "#" + raw_input()
			if border_color == "#quit":
				clutter.main_quit()
				return
		print "Adding rectangle:"
		print "Width: " + str(width) + ", Height: " + str(height)
		print "Position: (" + str(x) + ", " + str(y) + ")"
		print "Colour: " + color
		if has_border:
			print "Border: Width: " + str(border) + ", Colour: " + border_color
			self.add_rectangle((x, y), (width, height), color, border, border_color)
		else:
			self.add_rectangle((x, y), (width, height), color)
		return
Exemple #33
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def on_button_press_event (stage, event):
    print str(event)
    stage.foreach(actor_foreach, 'hello')
    clutter.main_quit()