Esempio n. 1
0
class Input(Task):
  def __init__(self):

    self.logClassInits = Config.get("game", "log_class_inits")
    if self.logClassInits == 1:
      Log.debug("Input class init (Input.py)...")
  
    Task.__init__(self)
    self.mouse                = pygame.mouse
    self.mouseListeners       = []
    self.keyListeners         = []
    self.systemListeners      = []
    self.priorityKeyListeners = []
    self.controls             = Controls()
    self.disableKeyRepeat()

    # Initialize joysticks
    pygame.joystick.init()
    self.joystickAxes = {}
    self.joystickHats = {}

    self.joysticks = [pygame.joystick.Joystick(id) for id in range(pygame.joystick.get_count())]
    for j in self.joysticks:
      j.init()
      self.joystickAxes[j.get_id()] = [0] * j.get_numaxes() 
      self.joystickHats[j.get_id()] = [(0, 0)] * j.get_numhats() 
    Log.debug("%d joysticks found." % (len(self.joysticks)))

    # Enable music events
    Audio.Music.setEndEvent(MusicFinished)

    # Custom key names
    self.getSystemKeyName = pygame.key.name
    pygame.key.name       = self.getKeyName

  def reloadControls(self):
    self.controls = Controls()

  def disableKeyRepeat(self):
    pygame.key.set_repeat(0, 0)

  def enableKeyRepeat(self):
    pygame.key.set_repeat(300, 30)

  def addMouseListener(self, listener):
    if not listener in self.mouseListeners:
      self.mouseListeners.append(listener)

  def removeMouseListener(self, listener):
    if listener in self.mouseListeners:
      self.mouseListeners.remove(listener)

  def addKeyListener(self, listener, priority = False):
    if priority:
      if not listener in self.priorityKeyListeners:
        self.priorityKeyListeners.append(listener)
    else:
      if not listener in self.keyListeners:
        self.keyListeners.append(listener)

  def removeKeyListener(self, listener):
    if listener in self.keyListeners:
      self.keyListeners.remove(listener)
    if listener in self.priorityKeyListeners:
      self.priorityKeyListeners.remove(listener)

  def addSystemEventListener(self, listener):
    if not listener in self.systemListeners:
      self.systemListeners.append(listener)
      
  def removeSystemEventListener(self, listener):
    if listener in self.systemListeners:
      self.systemListeners.remove(listener)
      
  def broadcastEvent(self, listeners, function, *args):
    for l in reversed(listeners):
      if getattr(l, function)(*args):
        return True
    else:
      return False
    
  def broadcastSystemEvent(self, name, *args):
    return self.broadcastEvent(self.systemListeners, name, *args)

  def encodeJoystickButton(self, joystick, button):
    return 0x10000 + (joystick << 8) + button

  def encodeJoystickAxis(self, joystick, axis, end):
    return 0x20000 + (joystick << 8) + (axis << 4) + end
  
  def encodeJoystickHat(self, joystick, hat, pos):
    v = int((pos[1] + 1) * 3 + (pos[0] + 1))
    return 0x30000 + (joystick << 8) + (hat << 4) + v 
  
  def decodeJoystickButton(self, id):
    id -= 0x10000
    return (id >> 8, id & 0xff)

  def decodeJoystickAxis(self, id):
    id -= 0x20000
    return (id >> 8, (id >> 4) & 0xf, id & 0xf)

  def decodeJoystickHat(self, id):
    id -= 0x30000
    v = id & 0xf
    x, y = (v % 3) - 1, (v / 3) - 1
    return (id >> 8, (id >> 4) & 0xf, (x, y))

  #myfingershurt: new function specifically for detecting an analog whammy input:
  def getWhammyAxis(self, id):
    if id < 0x30000 and id >= 0x20000:
      joy, axis, end = self.decodeJoystickAxis(id)
      return (True, joy, axis)
    else:
      return (False, 0, 0)
  
  

  def getKeyName(self, id):
    if id >= 0x30000:
      joy, axis, pos = self.decodeJoystickHat(id)
      return "Joy #%d, hat %d %s" % (joy + 1, axis, pos)
    elif id >= 0x20000:
      joy, axis, end = self.decodeJoystickAxis(id)
      return "Joy #%d, axis %d %s" % (joy + 1, axis, (end == 1) and "high" or "low")
    elif id >= 0x10000:
      joy, but = self.decodeJoystickButton(id)
      return "Joy #%d, %s" % (joy + 1, chr(ord('A') + but))
    return self.getSystemKeyName(id)

  def run(self, ticks):
    pygame.event.pump()
    for event in pygame.event.get():
      if event.type == pygame.KEYDOWN:
        if not self.broadcastEvent(self.priorityKeyListeners, "keyPressed", event.key, event.unicode):
          self.broadcastEvent(self.keyListeners, "keyPressed", event.key, event.unicode)
      elif event.type == pygame.KEYUP:
        if not self.broadcastEvent(self.priorityKeyListeners, "keyReleased", event.key):
          self.broadcastEvent(self.keyListeners, "keyReleased", event.key)
      elif event.type == pygame.MOUSEMOTION:
        self.broadcastEvent(self.mouseListeners, "mouseMoved", event.pos, event.rel)
      elif event.type == pygame.MOUSEBUTTONDOWN:
        self.broadcastEvent(self.mouseListeners, "mouseButtonPressed", event.button, event.pos)
      elif event.type == pygame.MOUSEBUTTONUP:
        self.broadcastEvent(self.mouseListeners, "mouseButtonReleased", event.button, event.pos)
      elif event.type == pygame.VIDEORESIZE:
        self.broadcastEvent(self.systemListeners, "screenResized", event.size)
      elif event.type == pygame.QUIT:
        self.broadcastEvent(self.systemListeners, "quit")
      elif event.type == MusicFinished:
        self.broadcastEvent(self.systemListeners, "musicFinished")
      elif event.type == pygame.JOYBUTTONDOWN: # joystick buttons masquerade as keyboard events
        id = self.encodeJoystickButton(event.joy, event.button)
        if not self.broadcastEvent(self.priorityKeyListeners, "keyPressed", id, u'\x00'):
          self.broadcastEvent(self.keyListeners, "keyPressed", id, u'\x00')
      elif event.type == pygame.JOYBUTTONUP:
        id = self.encodeJoystickButton(event.joy, event.button)
        if not self.broadcastEvent(self.priorityKeyListeners, "keyReleased", id):
          self.broadcastEvent(self.keyListeners, "keyReleased", id)
      elif event.type == pygame.JOYAXISMOTION:
        try:
          threshold = .8
          state     = self.joystickAxes[event.joy][event.axis]
          keyEvent  = None

          if event.value > threshold and state != 1:
            self.joystickAxes[event.joy][event.axis] = 1
            keyEvent = "keyPressed"
            args     = (self.encodeJoystickAxis(event.joy, event.axis, 1), u'\x00')
            state    = 1
          elif event.value < -threshold and state != -1:
            keyEvent = "keyPressed"
            args     = (self.encodeJoystickAxis(event.joy, event.axis, 0), u'\x00')
            state    = -1
          elif state != 0:
            keyEvent = "keyReleased"
            args     = (self.encodeJoystickAxis(event.joy, event.axis, (state == 1) and 1 or 0), )
            state    = 0

          if keyEvent:
            self.joystickAxes[event.joy][event.axis] = state
            if not self.broadcastEvent(self.priorityKeyListeners, keyEvent, *args):
              self.broadcastEvent(self.keyListeners, keyEvent, *args)
        except KeyError:
          pass
      elif event.type == pygame.JOYHATMOTION:
        try:
          state     = self.joystickHats[event.joy][event.hat]
          keyEvent  = None

          #if event.value != (0, 0) and state == (0, 0):

          # Stump's PS3 GH3 up-and-down-strumming patch
          if event.value != (0, 0) and state != (0, 0):
            keyEvent = "keyReleased"
            args     = (self.encodeJoystickHat(event.joy, event.hat, state), )
            state    = (0, 0)
            pygame.event.post(event)
          elif event.value != (0, 0) and state == (0, 0):

            self.joystickHats[event.joy][event.hat] = event.value
            keyEvent = "keyPressed"
            args     = (self.encodeJoystickHat(event.joy, event.hat, event.value), u'\x00')
            state    = event.value
          else:
            keyEvent = "keyReleased"
            args     = (self.encodeJoystickHat(event.joy, event.hat, state), )
            state    = (0, 0)

          if keyEvent:
            self.joystickHats[event.joy][event.hat] = state
            if not self.broadcastEvent(self.priorityKeyListeners, keyEvent, *args):
              self.broadcastEvent(self.keyListeners, keyEvent, *args)
        except KeyError:
          pass

  #-------------------------------------------
  # glorandwarf: check that there are no control conflicts
  def checkControls(self):
    if self.controls.isKeyMappingOK() == False:
      Log.warn("Conflicting player controls, resetting to defaults")
      self.controls.restoreDefaultKeyMappings()
      self.reloadControls()
  
  # glorandwarf: sets the new key mapping and checks for a conflict
  def setNewKeyMapping(self, section, option, key):
    return self.controls.setNewKeyMapping(section, option, key)