Esempio n. 1
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 def inner(*args):
     #Here is hould loop on the template to apply them on values
     from kivy.base import EventLoop
     EventLoop.idle()
     pim = tmpl.toPILImage(for_print = True).rotate(90)
     pm.setImage(pim)
     self.stack.add_widget(pm)
Esempio n. 2
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    def submitGUI(self):
        """ Submit the GUI

        Get all settings, confirm they are valid, save new settings file

        """
        # Error check all GUI settings
        errorCheckPassed = self.check_GUI_settings()

        # write GUI settings to file
        if errorCheckPassed:
            # Convery the GUI_settings from kivy dictproperty to a regular ol'
            # python dict
            allSettings = {}
            for k in self.GUI_settings.keys():
                allSettings[k] = self.GUI_settings[k]

            # write the settings as the new config yaml file
            with open(createMaskConfigFile, 'w') as outputFile:
                yaml.dump(allSettings, outputFile, default_flow_style=False)

            # Close the GUI
            global submitButtonPressed
            submitButtonPressed = True
            App.get_running_app().stop()
            EventLoop.exit()
Esempio n. 3
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        def probe(self):
            inputs = get_inputs(self.input_path)
            inputs = [x for x in inputs if x.has_capability(ABS_MT_POSITION_X)]
            for device in inputs:
                Logger.info('ProbeSysfs: found device: %s at %s' % (
                                 device.name, device.device))

                # must ignore ?
                if self.match:
                    if not match(self.match, device.name, IGNORECASE):
                        Logger.warning('ProbeSysfs: device not match the'
                                       ' rule in config, ignoring.')
                        continue

                d = device.device
                devicename = self.device % dict(name=d.split(sep)[-1])

                provider = MotionEventFactory.get(self.provider)
                if provider is None:
                    Logger.info('ProbeSysfs: unable to found provider %s' %
                                     self.provider)
                    Logger.info('ProbeSysfs: fallback on hidinput')
                    provider = MotionEventFactory.get('hidinput')
                if provider is None:
                    Logger.critical('ProbeSysfs: no input provider found'
                                    ' to handle this device !')
                    continue

                instance = provider(devicename, '%s,%s' % (device.device,
                                                           ','.join(self.args)))
                if instance:
                    from kivy.base import EventLoop
                    EventLoop.add_input_provider(instance)
Esempio n. 4
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 def __init__(self, cache_dir='cache', **kwargs):
     from kivy.base import EventLoop
     EventLoop.ensure_window()
     CACHE['directory'] = cache_dir
     self._invalid_scale = True
     self._tiles = []
     self._tiles_bg = []
     self._tilemap = {}
     self._layers = []
     self._default_marker_layer = None
     self._need_redraw_all = False
     self._transform_lock = False
     self.trigger_update(True)
     self.canvas = Canvas()
     self._scatter = MapViewScatter()
     self.add_widget(self._scatter)
     with self._scatter.canvas:
         self.canvas_map = Canvas()
         self.canvas_layers = Canvas()
     with self.canvas:
         self.canvas_layers_out = Canvas()
     self._scale_target_anim = False
     self._scale_target = 1.
     self._touch_count = 0
     Clock.schedule_interval(self._animate_color, 1 / 60.)
     self.lat = kwargs.get("lat", self.lat)
     self.lon = kwargs.get("lon", self.lon)
     super(MapView, self).__init__(**kwargs)
Esempio n. 5
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 def __init__(self,parent,**kwargs):
     from kivy.base import EventLoop
     self.result=None
     dlg = MessageBox(parent,**kwargs)
     while (dlg) and (self.result is None):
             EventLoop.idle()
     return self.result
Esempio n. 6
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    def on_play(self, instance, value):
        if not value:
            Logger.info('Recorder: Stop playing %r' % self.filename)
            EventLoop.remove_input_provider(self)
            return
        if not exists(self.filename):
            Logger.error('Recorder: Unable to found %r file, play aborted.' % (
                self.filename))
            return

        with open(self.filename, 'r') as fd:
            data = fd.read().splitlines()

        if len(data) < 2:
            Logger.error('Recorder: Unable to play %r, file truncated.' % (
                self.filename))
            return

        if data[0] != '#RECORDER1.0':
            Logger.error('Recorder: Unable to play %r, invalid header.' % (
                self.filename))
            return

        # decompile data
        self.play_data = [literal_eval(x) for x in data[1:]]
        self.play_time = time()
        self.play_me = {}
        Logger.info('Recorder: Start playing %d events from %r' %
                (len(self.play_data), self.filename))
        EventLoop.add_input_provider(self)
Esempio n. 7
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    def __init__(self, **kwargs):
        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()

        # assign the default context of the widget creation
        if not hasattr(self, '_context'):
            self._context = get_current_context()

        super(Widget, self).__init__(**kwargs)

        # Create the default canvas if not exist
        if self.canvas is None:
            self.canvas = Canvas(opacity=self.opacity)

        # Apply all the styles
        if '__no_builder' not in kwargs:
            #current_root = Builder.idmap.get('root')
            #Builder.idmap['root'] = self
            Builder.apply(self)
            #if current_root is not None:
            #    Builder.idmap['root'] = current_root
            #else:
            #    Builder.idmap.pop('root')

        # Bind all the events
        for argument in kwargs:
            if argument[:3] == 'on_':
                self.bind(**{argument: kwargs[argument]})
Esempio n. 8
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    def __init__(self, **kwargs):
        super(Widget, self).__init__()

        # Register touch events
        self.register_event_type('on_touch_down')
        self.register_event_type('on_touch_move')
        self.register_event_type('on_touch_up')

        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()

        # Auto bind on own handler if exist
        properties = self.__properties.keys()
        for func in dir(self):
            if not func.startswith('on_'):
                continue
            name = func[3:]
            if name in properties:
                self.bind(**{name: getattr(self, func)})

        # Create the default canvas
        self.canvas = Canvas()

        # Apply the existing arguments to our widget
        for key, value in kwargs.iteritems():
            if hasattr(self, key):
                setattr(self, key, value)

        # Apply all the styles
        if '__no_builder' not in kwargs:
            Builder.apply(self)
Esempio n. 9
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	def build(self):
		EventLoop.ensure_window()
		self.window = EventLoop.window
		self.root = FloatLayout()
		self.screens = {}
		self.screens['menu'] = MenuScreen(self)
		self.open_screen('menu')
Esempio n. 10
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    def __init__(self, **kwargs):
        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()

        # Assign the default context of the widget creation.
        if not hasattr(self, '_context'):
            self._context = get_current_context()

        no_builder = '__no_builder' in kwargs
        if no_builder:
            del kwargs['__no_builder']
        on_args = {k: v for k, v in kwargs.items() if k[:3] == 'on_'}
        for key in on_args:
            del kwargs[key]

        super(Widget, self).__init__(**kwargs)

        # Create the default canvas if it does not exist.
        if self.canvas is None:
            self.canvas = Canvas(opacity=self.opacity)

        # Apply all the styles.
        if not no_builder:
            #current_root = Builder.idmap.get('root')
            #Builder.idmap['root'] = self
            Builder.apply(self)
            #if current_root is not None:
            #    Builder.idmap['root'] = current_root
            #else:
            #    Builder.idmap.pop('root')

        # Bind all the events.
        if on_args:
            self.bind(**on_args)
Esempio n. 11
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    def __init__(self, **kwargs):
        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()

        # Assign the default context of the widget creation.
        if not hasattr(self, '_context'):
            self._context = get_current_context()

        no_builder = '__no_builder' in kwargs
        self._disabled_value = False
        if no_builder:
            del kwargs['__no_builder']
        on_args = {k: v for k, v in kwargs.items() if k[:3] == 'on_'}
        for key in on_args:
            del kwargs[key]

        self._disabled_count = 0

        super(Widget, self).__init__(**kwargs)

        # Create the default canvas if it does not exist.
        if self.canvas is None:
            self.canvas = Canvas(opacity=self.opacity)

        # Apply all the styles.
        if not no_builder:
            Builder.apply(self, ignored_consts=self._kwargs_applied_init)

        # Bind all the events.
        if on_args:
            self.bind(**on_args)
Esempio n. 12
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    def __init__(self, **kwargs):
        # Make sure opengl context exists
        EventLoop.ensure_window()

        self.canvas = RenderContext(use_parent_projection=True,
                                    use_parent_modelview=True)

        with self.canvas:
            self.fbo = Fbo(size=self.size)

        with self.fbo.before:
            PushMatrix()
        with self.fbo:
            ClearColor(0, 0, 0, 0)
            ClearBuffers()
            self._background_color = Color(*self.background_color)
            self.fbo_rectangle = Rectangle(size=self.size)
        with self.fbo.after:
            PopMatrix()

        super(EffectWidget, self).__init__(**kwargs)

        Clock.schedule_interval(self._update_glsl, 0)

        self.bind(size=self.refresh_fbo_setup,
                  effects=self.refresh_fbo_setup,
                  background_color=self._refresh_background_color)

        self.refresh_fbo_setup()
        self._refresh_background_color()  # In case thi was changed in kwargs
Esempio n. 13
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    def build(self):
        from kivy.base import EventLoop

        EventLoop.ensure_window()
        self.window = EventLoop.window

        self.root = TestWidget()
Esempio n. 14
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 def inner(*args):
     #Here is hould loop on the template to apply them on values
     from kivy.base import EventLoop
     EventLoop.idle()
     cim = tmpl.toImage()
     cim.texture.flip_vertical()
     self.ids['img'].texture = cim.texture
Esempio n. 15
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File: widget.py Progetto: kmike/kivy
    def __init__(self, **kwargs):
        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()

        # Register touch events
        self.register_event_type('on_touch_down')
        self.register_event_type('on_touch_move')
        self.register_event_type('on_touch_up')

        super(Widget, self).__init__(**kwargs)

        # Create the default canvas if not exist
        if self.canvas is None:
            self.canvas = Canvas()

        # Apply all the styles
        if '__no_builder' not in kwargs:
            #current_root = Builder.idmap.get('root')
            #Builder.idmap['root'] = self
            Builder.apply(self)
            #if current_root is not None:
            #    Builder.idmap['root'] = current_root
            #else:
            #    Builder.idmap.pop('root')

        # Bind all the events
        for argument, value in kwargs.items():
            if argument.startswith('on_'):
                self.bind(**{argument: value})
Esempio n. 16
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    def _mainloop(self):
        EventLoop.idle()

        for event in pygame.event.get():

            # kill application (SIG_TERM)
            if event.type == pygame.QUIT:
                EventLoop.quit = True
                self.close()

            # mouse move
            elif event.type == pygame.MOUSEMOTION:
                # don't dispatch motion if no button are pressed
                if event.buttons == (0, 0, 0):
                    continue
                x, y = event.pos
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            # mouse action
            elif event.type in (pygame.MOUSEBUTTONDOWN,
                                pygame.MOUSEBUTTONUP):
                self._pygame_update_modifiers()
                x, y = event.pos
                btn = 'left'
                if event.button == 3:
                    btn = 'right'
                elif event.button == 2:
                    btn = 'middle'
                eventname = 'on_mouse_down'
                if event.type == pygame.MOUSEBUTTONUP:
                    eventname = 'on_mouse_up'
                self.dispatch(eventname, x, y, btn, self.modifiers)

            # keyboard action
            elif event.type in (pygame.KEYDOWN, pygame.KEYUP):
                self._pygame_update_modifiers(event.mod)
                # atm, don't handle keyup
                if event.type == pygame.KEYUP:
                    self.dispatch('on_key_up', event.key,
                        event.scancode)
                    continue

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

            # video resize
            elif event.type == pygame.VIDEORESIZE:
                pass

            # ignored event
            elif event.type in (pygame.ACTIVEEVENT, pygame.VIDEOEXPOSE):
                pass

            # unhandled event !
            else:
                Logger.debug('WinPygame: Unhandled event %s' % str(event))
Esempio n. 17
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    def submitGUI(self):
        """ Submit the GUI

        Get all settings, confirm they are valid, save new settings file

        """
        ## Error Check All GUI SETTINGS
        errorCheckPassed = self.check_GUI_settings()

        # write GUI settings to file
        if errorCheckPassed:
            # Convery the GUI_settings from kivy dictproperty to a regular ol'
            # python dict (and do some reformatting along the way)
            allSettings = {}
            for k in self.GUI_settings.keys():
                # convert text inputs to integers
                if k in ['pynealScannerPort', 'resultsServerPort', 'numTimepts']:
                        allSettings[k] = int(self.GUI_settings[k])
                else:
                    allSettings[k] = self.GUI_settings[k]

            # write the settings as the new config yaml file
            with open(setupConfigFile, 'w') as outputFile:
                yaml.dump(allSettings, outputFile, default_flow_style=False)

            # Close the GUI
            global submitButtonPressed
            submitButtonPressed = True
            App.get_running_app().stop()
            EventLoop.exit()
Esempio n. 18
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    def build(self):
        self.load_sounds()
        self.highscore_fn = join(self.user_data_dir, 'highscore.dat')

        from kivy.base import EventLoop
        EventLoop.ensure_window()
        # load textures
        for fn in ('gem', 'gem_selected', 't5', 't10', 'tarea', 'tline', 'star'):
            texture = CoreImage(join('data', '{}.png'.format(fn)), mipmap=True).texture
            self.textures[fn] = texture


        self.root = ScreenManager(transition=SlideTransition())

        self.bind(score_combo=self.check_game_over,
                timer=self.check_game_over,
                timer_next=self.check_game_over)
        self.ui_jewel = JewelUI(name='jewel')
        self.root.add_widget(self.ui_jewel)
        self.start()

        Clock.schedule_interval(self.update_time, 1 / 20.)
        #Clock.schedule_interval(self._stats, 1 / 60.)
        #self._stats()

        # load highscores
        if not exists(self.highscore_fn):
            return
        try:
            with open(self.highscore_fn) as fd:
                version, highscores = json.load(fd)
            if version == HIGHSCORE_VERSION:
                self.highscores = highscores
        except:
            pass
Esempio n. 19
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    def __init__(self, **kwargs):
        # Make sure opengl context exists
        EventLoop.ensure_window()

        self.canvas = RenderContext(use_parent_projection=True,
                                    use_parent_modelview=True)

        with self.canvas:
            self.fbo = Fbo(size=self.size)

        with self.fbo.before:
            PushMatrix()
            self.fbo_translation = Translate(-self.x, -self.y, 0)
        with self.fbo:
            Color(*self.background_color)
            self.fbo_rectangle = Rectangle(size=self.size)
        with self.fbo.after:
            PopMatrix()

        super(EffectWidget, self).__init__(**kwargs)

        Clock.schedule_interval(self._update_glsl, 0)

        self.bind(pos=self._update_translation,
                  size=self.refresh_fbo_setup,
                  effects=self.refresh_fbo_setup)

        self.refresh_fbo_setup()
Esempio n. 20
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    def test_scrollbar_both_margin(self):
        EventLoop.ensure_window()
        win = EventLoop.window
        grid = TestGrid()
        scroll = TestScrollbarBothMargin()
        margin = scroll.bar_margin
        scroll.add_widget(grid)
        win.add_widget(scroll)

        # get widgets ready
        EventLoop.idle()

        left, right = scroll.to_window(scroll.x, scroll.right)
        bottom, top = scroll.to_window(scroll.y, scroll.top)

        # touch in the half of the bar
        m = margin + scroll.bar_width / 2.0
        points = [
            [left, bottom + m, right, bottom + m, 'bottom', 'right', False],
            [left, top - m, right, top - m, 'top', 'right', False],
            [right - m, top, right - m, bottom, 'bottom', 'right', False],
            [left + m, top, left + m, bottom, 'bottom', 'left', False],
            [left, bottom, right, bottom, 'bottom', 'right', True],
            [left, top, right, top, 'top', 'right', True],
            [right, top, right, bottom, 'bottom', 'right', True],
            [left, top, left, bottom, 'bottom', 'left', True]
        ]
        self.process_points(scroll, points)
        self.render(scroll)
Esempio n. 21
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def PopupOk(text, title='', btn_text='Continue', input=None, callback=None):
    btnclose = Button(text=btn_text, size_hint_y=None, height='50sp')
    content = BoxLayout(orientation='vertical')
    p = Popup(title=title, content=content, size=('300dp', '300dp'),
                size_hint=(None, None), pos_hint={'top':.95})
    content.add_widget(Label(text=text))
    if input is not None:
        assert callback is not None
        ti = TextInput(height='50sp', font_size='30sp', input_type=input,
                        multiline=False, size_hint_y = None, focus=True)
        content.add_widget(ti)
        def _callback(*args):
            try:
                ti.hide_keyboard()
            except AttributeError:
                # On a real computer, not the phone
                pass
            if ti.text == '':
                callback(None)
            else:
                callback(ti.text)
        p.bind(on_dismiss=_callback)
        p.is_visable = True

    content.add_widget(btnclose)

    btnclose.bind(on_release=p.dismiss)
    p.open()
    if input is not None:
        while not p.is_visable:
            EventLoop.idle()
        return ti.text
Esempio n. 22
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    def dpi(self):
        '''Return the DPI of the screen. Depending on the platform, the DPI can
        be taken from the Window provider (Desktop mainly) or from a
        platform-specific module (like android/ios).
        '''
        custom_dpi = environ.get('KIVY_DPI')
        if custom_dpi:
            return float(custom_dpi)

        if platform == 'android':
            if USE_SDL2:
                import jnius
                Hardware = jnius.autoclass('org.renpy.android.Hardware')
                return Hardware.getDPI()
            else:
                import android
                return android.get_dpi()
        elif platform == 'ios':
            import ios
            return ios.get_dpi()

        # for all other platforms..
        from kivy.base import EventLoop
        EventLoop.ensure_window()
        return EventLoop.window.dpi
Esempio n. 23
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File: main.py Progetto: mn22nw/IU
    def build(self):
        self.sound = {}
        self.title = 'DB Shooter'      
	    
        from kivy.base import EventLoop
        EventLoop.ensure_window()
        self.window = EventLoop.window

        # start the background music:
        self.music = SoundLoader.load('sound/background.mp3')
        self.music.volume = self.config.getint('General', 'Music') / 100.0
        self.music.bind(on_stop=self.replaySound)
        self.music.play()


        # create the root widget and give it a reference of the view / application instance 
        self.MyViewController = MyViewController(app=self)
        self.root = self.MyViewController.view        

        # load all other sounds:
        self.sound['pop'] = SoundLoader.load('sound/pop.mp3')
        self.sound['popping'] = SoundLoader.load('sound/popping.mp3')
        self.sound['swoosh'] = SoundLoader.load('sound/swoosh.mp3')
        
        
        sound_volume = self.config.getint('General', 'Sound') / 100.0
        for item in self.sound:
            self.sound[item].volume = sound_volume

        # if the user started the game the first time, display quick start guide
        if self.config.get('General', 'FirstStartup') == 'Yes':            
            Clock.schedule_once(self.displayHelpScreen,0)
            self.config.set('General', 'FirstStartup', 'No')
            self.config.write()
Esempio n. 24
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    def __init__(self, **kwargs):
        _init_berkelium()

        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()
        EventLoop.window.bind(on_keyboard=self.on_window_keyboard)

        self._touches = []
        self._bk = _WindowDelegate(self, self.width, self.height,
                                   self.transparency)
        self.register_event_type('on_start_loading')
        self.register_event_type('on_load')
        self.register_event_type('on_crashed_worker')
        self.register_event_type('on_crashed_plugin')
        self.register_event_type('on_provisional_load_error')
        self.register_event_type('on_console_message')
        self.register_event_type('on_script_alert')
        self.register_event_type('on_navigation_requested')
        self.register_event_type('on_created_window')
        self.register_event_type('on_widget_created')
        self.register_event_type('on_widget_destroyed')
        self.register_event_type('on_widget_resize')
        self.register_event_type('on_widget_move')
        self.register_event_type('on_widget_paint')
        self.register_event_type('on_paint')
        super(Webbrowser, self).__init__(**kwargs)
        if self.url is not None:
            self.open_url(self.url)
        with self.canvas:
            self._g_color = Color(1, 1, 1)
            self._g_rect = Rectangle(texture=self._bk.texture, size=self.size)
            self._g_rect.tex_coords = (0, 1, 1, 1, 1, 0, 0, 0)
        _install_berkelium_update(self)
Esempio n. 25
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    def __init__(self, **kwargs):

        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()
        EventLoop.window.bind(on_keyboard=self.on_widget_keyboard)
        super(WebbrowserChildWidget, self).__init__(**kwargs)
        self._id = 0
Esempio n. 26
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    def __init__(self, **kwargs):
        # Before doing anything, ensure the windows exist.
        EventLoop.ensure_window()

        # Register touch events
        self.register_event_type("on_touch_down")
        self.register_event_type("on_touch_move")
        self.register_event_type("on_touch_up")

        super(Widget, self).__init__(**kwargs)

        # Create the default canvas if not exist
        if self.canvas is None:
            self.canvas = Canvas(opacity=self.opacity)

        # Apply all the styles
        if "__no_builder" not in kwargs:
            # current_root = Builder.idmap.get('root')
            # Builder.idmap['root'] = self
            Builder.apply(self)
            # if current_root is not None:
            #    Builder.idmap['root'] = current_root
            # else:
            #    Builder.idmap.pop('root')

        # Bind all the events
        for argument in kwargs:
            if argument[:3] == "on_":
                self.bind(**{argument: kwargs[argument]})
Esempio n. 27
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    def test_widget_button(self, *args):
        EventLoop.ensure_window()
        self._win = EventLoop.window

        self.clean_garbage()

        # build the widget tree & add Window as the main EL
        self.root = self.builder.Builder.load_string(
            KV, filename="InspectorTestCase.KV")
        self.render(self.root)
        self.assertLess(len(self._win.children), 2)

        # checked widget
        highlight = self.root.ids.highlight
        highlight_exp = self.root.ids.highlight.text

        # activate inspector with root as ctx
        inspector.start(self._win, self.root)
        self.advance_frames(2)

        # pull the Inspector drawer from bottom
        ins = self.root.inspector
        ins.activated = True
        ins.inspect_enabled = True
        self.assertTrue(ins.at_bottom)

        # touch button center
        touch = UnitTestTouch(*highlight.center)
        touch.touch_down()
        touch.touch_up()

        # open Inspector properties
        ins.show_widget_info()
        self.advance_frames(2)

        # check if the button is selected
        # stored instance
        self.assertEqual(ins.widget.text, highlight_exp)
        # data in properties
        for node in ins.treeview.iterate_all_nodes():
            lkey = getattr(node.ids, 'lkey', None)
            if not lkey:
                continue
            if lkey.text == 'text':
                ltext = node.ids.ltext
                # slice because the string is displayed with quotes
                self.assertEqual(ltext.text[1:-1], highlight_exp)
                break

        # close Inspector
        ins.inspect_enabled = False
        ins.activated = False
        self.render(self.root)
        self.advance_frames(1)

        # stop Inspector completely
        inspector.stop(self._win, self.root)
        self.assertLess(len(self._win.children), 2)
        self.render(self.root)
Esempio n. 28
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    def create_window(self, *largs):

        if self._fake_fullscreen:
            if not self.borderless:
                self.fullscreen = self._fake_fullscreen = False
            elif not self.fullscreen or self.fullscreen == 'auto':
                self.borderless = self._fake_fullscreen = False

        if self.fullscreen == 'fake':
            self.borderless = self._fake_fullscreen = True
            Logger.warning("The 'fake' fullscreen option has been "
                            "deprecated, use Window.borderless or the "
                            "borderless Config option instead.")

        if not self.initialized:

            if self.position == 'auto':
                pos = None, None
            elif self.position == 'custom':
                pos = self.left, self.top

            # setup !
            w, h = self._size
            resizable = Config.getboolean('graphics', 'resizable')
            gl_size = self._win.setup_window(pos[0], pos[1], w, h,
                                             self.borderless, self.fullscreen,
                                             resizable)
            # never stay with a None pos, application using w.center
            # will be fired.
            self._pos = (0, 0)
        else:
            w, h = self._size
            self._win.resize_window(w, h)
            self._win.set_border_state(self.borderless)
            self._win.set_fullscreen_mode(self.fullscreen)

        super(WindowSDL, self).create_window()

        # auto add input provider
        Logger.info('Window: auto add sdl input provider')
        from kivy.base import EventLoop
        SDL2MotionEventProvider.win = self
        EventLoop.add_input_provider(SDL2MotionEventProvider('sdl', ''))

        # set window icon before calling set_mode
        try:
            filename_icon = self.icon or Config.get('kivy', 'window_icon')
            if filename_icon == '':
                logo_size = 32
                if platform == 'macosx':
                    logo_size = 512
                elif platform == 'win':
                    logo_size = 64
                filename_icon = 'kivy-icon-{}.png'.format(logo_size)
                filename_icon = resource_find(
                        join(kivy_data_dir, 'logo', filename_icon))
            self.set_icon(filename_icon)
        except:
            Logger.exception('Window: cannot set icon')
Esempio n. 29
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 def on_event_loop_start(self, *args, **kwargs):
     EventLoop.unbind(on_start=self.on_event_loop_start)
     if self._init_complete:
         return
     if self.size == [1, 1]:
         return
     self._init_complete = True
     self.build_nodes()
Esempio n. 30
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    def add_item(self, qt, verso):
            from os.path import relpath
            stack = App.get_running_app().root.ids['deck'].ids['stack']
            ##########################################################
            qt = int(qt)
            if self.is_all_folder:
                #print self, self.source, self.name, self.is_all_folder
                #It is a folder, add all the imge from folder
                for name in [x for x in os.listdir(self.is_all_folder) if x.endswith(FILE_FILTER)]:
                ##for fiv in self.parent.children:
                    ##if fiv.is_all_folder: continue
                    if name.endswith(('.csv','.xlsx')):
                        continue
                    box = StackPart()
                    #box.name = fiv.name
                    box.name = name
                    box.source = os.path.join(self.is_all_folder, name)
                    box.qt = qt
                    box.verso = verso
                    if name.endswith('.kv'):
                        if self.is_all_folder.startswith(gamepath):
                            fold = relpath(self.is_all_folder, gamepath)
                        else:
                            fold = self.is_all_folder
                        box.template = "@%s"%os.path.join(fold, name)
                        box.realise()
                    stack.add_widget(box)
                    from kivy.base import EventLoop
                    EventLoop.idle()
            elif self.name.endswith('.csv'):
                App.get_running_app().root.ids.deck.load_file_csv(self.name)
            elif self.name.endswith('.xlsx'):
                App.get_running_app().root.ids.deck.load_file(self.name)
            elif self.name.endswith('.bgp'):
                self.extract_package()
            elif self.name.endswith('.py'):
                print 'should be executing', self.name, self.source, self.is_all_folder
                from imp import load_source
                Logger.info('Executing PYScript file %s'%self.name)
                m = self.name
                load_source(m[:-3],m)


            else:
                box = StackPart()
                box.name = self.name
                box.source = self.source
                box.qt = qt
                box.verso = verso
                stack.add_widget(box)
                if self.name.endswith('.kv'):
                    box.tmplWidget = self.tmplWidget
                    if self.name.startswith(gamepath):
                        fold = relpath(self.name, gamepath)
                    else:
                        fold = self.name
                    box.template = "@%s"%fold
                    box.realise()
Esempio n. 31
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import os
import unittest

import mock
from kivy.base import EventLoop
from kivy.core.image import Image

from zbarcam import ZBarCam

FIXTURE_DIR = os.path.join(os.path.dirname(os.path.abspath(__file__)),
                           'fixtures')
# https://github.com/kivy/kivy/blob/1.10.1/doc/sources/faq.rst
EventLoop.ensure_window()


class TestZBarCam(unittest.TestCase):
    def setUp(self):
        with mock.patch('kivy.uix.anchorlayout.AnchorLayout.__init__'):
            self.zbarcam = ZBarCam()

    def test_detect_qrcode_frame_no_qrcode(self):
        """
        Checks `_detect_qrcode_frame()` returns empty list on no qrcode.
        """
        fixture_path = os.path.join(FIXTURE_DIR, 'no_qr_code.png')
        texture = Image(fixture_path).texture
        code_types = self.zbarcam.code_types
        symbols = self.zbarcam._detect_qrcode_frame(texture, code_types)
        self.assertEqual(symbols, [])

    def test_detect_qrcode_frame_one_qrcode(self):
Esempio n. 32
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 def _mainloop(self):
     EventLoop.idle()
Esempio n. 33
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    def on_window_flip(self, window):
        '''Internal method to be called when the window have just displayed an
        image.
        When an image is showed, we decrement our framecount. If framecount is
        come to 0, we are taking the screenshot.

        The screenshot is done in a temporary place, and is compared to the
        original one -> test ok/ko.
        If no screenshot is available in the results directory, a new one will
        be created.
        '''
        from kivy.base import EventLoop
        from tempfile import mkstemp
        from os.path import join, exists
        from os import unlink, close
        from shutil import move, copy

        # don't save screenshot until we have enough frames.
        #log.debug('framecount %d' % self.framecount)
        self.framecount -= 1
        if self.framecount > 0:
            return

        reffn = None
        match = False
        try:
            # just get a temporary name
            fd, tmpfn = mkstemp(suffix='.png', prefix='kivyunit-')
            close(fd)
            unlink(tmpfn)

            # get a filename for the current unit test
            self.test_counter += 1
            test_uid = '%s-%d.png' % ('_'.join(
                self.id().split('.')[-2:]), self.test_counter)

            # capture the screen
            log.info('Capturing screenshot for %s' % test_uid)
            tmpfn = window.screenshot(tmpfn)
            log.info('Capture saved at %s' % tmpfn)

            # search the file to compare to
            reffn = join(self.results_dir, test_uid)
            log.info('Compare with %s' % reffn)

            # get sourcecode
            import inspect
            frame = inspect.getouterframes(inspect.currentframe())[6]
            sourcecodetab, line = inspect.getsourcelines(frame[0])
            line = frame[2] - line
            currentline = sourcecodetab[line]
            sourcecodetab[line] = '<span style="color: red;">%s</span>' % (
                currentline)
            sourcecode = ''.join(sourcecodetab)
            sourcecodetab[line] = '>>>>>>>>\n%s<<<<<<<<\n' % currentline
            sourcecodeask = ''.join(sourcecodetab)

            if not exists(reffn):
                log.info('No image reference, move %s as ref ?' % test_uid)
                if self.interactive_ask_ref(sourcecodeask, tmpfn, self.id()):
                    move(tmpfn, reffn)
                    tmpfn = reffn
                    log.info('Image used as reference')
                    match = True
                else:
                    log.info('Image discarded')
            else:
                import pygame
                s1 = pygame.image.load(tmpfn)
                s2 = pygame.image.load(reffn)
                sd1 = pygame.image.tostring(s1, 'RGB')
                sd2 = pygame.image.tostring(s2, 'RGB')
                if sd1 != sd2:
                    log.critical('%s at render() #%d, images are different.' %
                                 (self.id(), self.test_counter))
                    if self.interactive_ask_diff(sourcecodeask, tmpfn, reffn,
                                                 self.id()):
                        log.critical('user ask to use it as ref.')
                        move(tmpfn, reffn)
                        tmpfn = reffn
                        match = True
                    else:
                        self.test_failed = True
                else:
                    match = True

            # generate html
            from os.path import join, dirname, exists, basename
            from os import mkdir
            build_dir = join(dirname(__file__), 'build')
            if not exists(build_dir):
                mkdir(build_dir)
            copy(reffn, join(build_dir, 'ref_%s' % basename(reffn)))
            if tmpfn != reffn:
                copy(tmpfn, join(build_dir, 'test_%s' % basename(reffn)))
            with open(join(build_dir, 'index.html'), 'at') as fd:
                color = '#ffdddd' if not match else '#ffffff'
                fd.write('<div style="background-color: %s">' % color)
                fd.write('<h2>%s #%d</h2>' % (self.id(), self.test_counter))
                fd.write('<table><tr><th>Reference</th>'
                         '<th>Test</th>'
                         '<th>Comment</th>')
                fd.write('<tr><td><img src="ref_%s"/></td>' % basename(reffn))
                if tmpfn != reffn:
                    fd.write('<td><img src="test_%s"/></td>' % basename(reffn))
                else:
                    fd.write('<td>First time, no comparaison.</td>')
                fd.write('<td><pre>%s</pre></td>' % sourcecode)
                fd.write('</table></div>')
        finally:
            try:
                if reffn != tmpfn:
                    unlink(tmpfn)
            except:
                pass
            EventLoop.stop()
Esempio n. 34
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    def test_smooth_scroll_end(self):
        EventLoop.ensure_window()
        win = EventLoop.window
        grid = TestGrid()
        scroll = ScrollView(smooth_scroll_end=10)

        assert scroll.smooth_scroll_end == 10
        scroll.add_widget(grid)

        # XXX this shouldn't be needed, but previous tests apparently
        # don't cleanup
        while win.children:
            win.remove_widget(win.children[0])

        win.add_widget(scroll)

        # get widgets ready
        EventLoop.idle()

        e = scroll.effect_y
        assert e.velocity == 0

        touch = UTMotionEvent(
            "unittest", next(touch_id), {
                "x": scroll.center_x / float(win.width),
                "y": scroll.center_y / float(win.height),
            })

        touch.profile.append('button')
        touch.button = 'scrollup'

        EventLoop.post_dispatch_input("begin", touch)
        # EventLoop.post_dispatch_input("update", touch)
        assert e.velocity == 10 * scroll.scroll_wheel_distance
        EventLoop.idle()
        assert 0 < e.velocity < 10 * scroll.scroll_wheel_distance
        EventLoop.post_dispatch_input("end", touch)
        EventLoop.idle()
        assert 0 < e.velocity < 10 * scroll.scroll_wheel_distance

        # wait for velocity to die off
        while e.velocity:
            EventLoop.idle()

        touch = UTMotionEvent(
            "unittest", next(touch_id), {
                "x": scroll.center_x / float(win.width),
                "y": scroll.center_y / float(win.height),
            })
        touch.profile.append('button')
        touch.button = 'scrolldown'

        EventLoop.post_dispatch_input("begin", touch)
        # EventLoop.post_dispatch_input("update", touch)
        assert e.velocity == -10 * scroll.scroll_wheel_distance
        EventLoop.idle()
        assert 0 > e.velocity > -10 * scroll.scroll_wheel_distance
        EventLoop.post_dispatch_input("end", touch)
        EventLoop.idle()
        assert 0 > e.velocity > -10 * scroll.scroll_wheel_distance
Esempio n. 35
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 def build(self):
     EventLoop.ensure_window()
     return Game()
Esempio n. 36
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 def doexit(self):
     global capture
     if capture != None:
         capture.release()
         capture = None
     EventLoop.close()
Esempio n. 37
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 def move_frames(self, t):
     for i in range(t):
         EventLoop.idle()
    def __init__(self, **kwargs):

        kwargs.setdefault('force', False)

        # don't init window 2 times,
        # except if force is specified
        if WindowBase.__instance is not None and not kwargs.get('force'):
            return
        self.initialized = False

        # create a trigger for update/create the window when one of window
        # property changes
        self.trigger_create_window = Clock.create_trigger(
            self.create_window, -1)

        # Create a trigger for updating the keyboard height
        self.trigger_keyboard_height = Clock.create_trigger(
            self._upd_kbd_height, .5)

        # set the default window parameter according to the configuration
        if 'fullscreen' not in kwargs:
            fullscreen = Config.get('graphics', 'fullscreen')
            if fullscreen not in ('auto', 'fake'):
                fullscreen = fullscreen.lower() in ('true', '1', 'yes', 'yup')
            kwargs['fullscreen'] = fullscreen
        if 'width' not in kwargs:
            kwargs['width'] = Config.getint('graphics', 'width')
        if 'height' not in kwargs:
            kwargs['height'] = Config.getint('graphics', 'height')
        if 'rotation' not in kwargs:
            kwargs['rotation'] = Config.getint('graphics', 'rotation')
        if 'position' not in kwargs:
            kwargs['position'] = Config.getdefault('graphics', 'position',
                                                   'auto')
        if 'top' in kwargs:
            kwargs['position'] = 'custom'
            kwargs['top'] = kwargs['top']
        else:
            kwargs['top'] = Config.getint('graphics', 'top')
        if 'left' in kwargs:
            kwargs['position'] = 'custom'
            kwargs['left'] = kwargs['left']
        else:
            kwargs['left'] = Config.getint('graphics', 'left')
        kwargs['_size'] = (kwargs.pop('width'), kwargs.pop('height'))

        super(WindowBase, self).__init__(**kwargs)

        # bind all the properties that need to recreate the window
        for prop in ('fullscreen', 'position', 'top', 'left', '_size',
                     'system_size'):
            self.bind(**{prop: self.trigger_create_window})

        self.bind(size=self.trigger_keyboard_height,
                  rotation=self.trigger_keyboard_height)

        self.bind(softinput_mode=lambda *dt: self.update_viewport(),
                  keyboard_height=lambda *dt: self.update_viewport())

        # init privates
        self._system_keyboard = Keyboard(window=self)
        self._keyboards = {'system': self._system_keyboard}
        self._vkeyboard_cls = None

        self.children = []
        self.parent = self

        # before creating the window
        import kivy.core.gl  # NOQA

        # configure the window
        self.create_window()

        # attach modules + listener event
        EventLoop.set_window(self)
        Modules.register_window(self)
        EventLoop.add_event_listener(self)

        # manage keyboard(s)
        self.configure_keyboards()

        # assign the default context of the widget creation
        if not hasattr(self, '_context'):
            self._context = get_current_context()

        # mark as initialized
        self.initialized = True
Esempio n. 39
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    def test_widget_popup(self, *args):
        EventLoop.ensure_window()
        self._win = EventLoop.window

        self.clean_garbage()

        # build the widget tree & add Window as the main EL
        self.root = Builder.load_string(KV)
        self.render(self.root)
        self.assertLess(len(self._win.children), 2)

        # checked widget
        popup = self.root.ids.popup
        popup_exp = self.root.ids.popup.text

        # activate inspector with root as ctx
        inspector.start(self._win, self.root)
        self.advance_frames(1)

        # pull the Inspector drawer from bottom,
        # but don't inspect yet!
        ins = self.root.inspector
        ins.inspect_enabled = False
        ins.activated = True
        self.assertTrue(ins.at_bottom)

        # touch button center to open the popup
        touch = UnitTestTouch(*popup.center)
        touch.touch_down()
        touch.touch_up()
        self.advance_frames(1)

        # start inspecting
        ins.inspect_enabled = True
        self.advance_frames(1)

        # inspect FirstModal's button
        touch.touch_down()
        touch.touch_up()
        self.advance_frames(1)

        # open Inspector properties
        ins.show_widget_info()
        self.advance_frames(2)

        # check if the popup is selected
        # stored instance
        self.assertIsInstance(ins.widget, Factory.Button)
        self.assertIsInstance(ins.widget.parent, Factory.FirstModal)
        # check with new Popup instance if the properties match
        temp_popup = Factory.FirstModal()
        temp_popup_exp = temp_popup.ids.firstmodal.text
        self.assertEqual(ins.widget.text, temp_popup_exp)
        # data in properties
        for node in ins.treeview.iterate_all_nodes():
            lkey = getattr(node.ids, 'lkey', None)
            if not lkey:
                continue
            if lkey.text == 'text':
                ltext = node.ids.ltext
                # slice because the string is displayed with quotes
                self.assertEqual(ltext.text[1:-1], temp_popup_exp)
                break
        del temp_popup

        # close popup
        ins.inspect_enabled = False
        touch = UnitTestTouch(0, 0)
        touch.touch_down()
        touch.touch_up()
        self.advance_frames(10)

        # close Inspector
        ins.activated = False
        self.render(self.root)
        self.advance_frames(10)

        # stop Inspector completely
        inspector.stop(self._win, self.root)
        self.assertLess(len(self._win.children), 2)
        self.render(self.root)
Esempio n. 40
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    def _mainloop(self):
        EventLoop.idle()

        for event in pygame.event.get():

            # kill application (SIG_TERM)
            if event.type == pygame.QUIT:
                if self.dispatch('on_request_close'):
                    continue
                EventLoop.quit = True
                self.close()

            # mouse move
            elif event.type == pygame.MOUSEMOTION:
                x, y = event.pos
                self.mouse_pos = x, self.system_size[1] - y
                # don't dispatch motion if no button are pressed
                if event.buttons == (0, 0, 0):
                    continue
                self._mouse_x = x
                self._mouse_y = y
                self._mouse_meta = self.modifiers
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            # mouse action
            elif event.type in (pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP):
                self._pygame_update_modifiers()
                x, y = event.pos
                btn = 'left'
                if event.button == 3:
                    btn = 'right'
                elif event.button == 2:
                    btn = 'middle'
                elif event.button == 4:
                    btn = 'scrolldown'
                elif event.button == 5:
                    btn = 'scrollup'
                elif event.button == 6:
                    btn = 'scrollright'
                elif event.button == 7:
                    btn = 'scrollleft'
                eventname = 'on_mouse_down'
                if event.type == pygame.MOUSEBUTTONUP:
                    eventname = 'on_mouse_up'
                self._mouse_x = x
                self._mouse_y = y
                self._mouse_meta = self.modifiers
                self._mouse_btn = btn
                self._mouse_down = eventname == 'on_mouse_down'
                self.dispatch(eventname, x, y, btn, self.modifiers)

            # keyboard action
            elif event.type in (pygame.KEYDOWN, pygame.KEYUP):
                self._pygame_update_modifiers(event.mod)
                # atm, don't handle keyup
                if event.type == pygame.KEYUP:
                    self.dispatch('on_key_up', event.key, event.scancode)
                    continue

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

            # video resize
            elif event.type == pygame.VIDEORESIZE:
                self._size = event.size
                self.update_viewport()

            elif event.type == pygame.VIDEOEXPOSE:
                self.canvas.ask_update()

            # ignored event
            elif event.type == pygame.ACTIVEEVENT:
                pass

            # drop file (pygame patch needed)
            elif event.type == pygame.USEREVENT and \
                    hasattr(pygame, 'USEREVENT_DROPFILE') and \
                    event.code == pygame.USEREVENT_DROPFILE:
                self.dispatch('on_dropfile', event.filename)
            '''
Esempio n. 41
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    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.
                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))
 def test_relativelayout_coordinates(self):
     EventLoop.ensure_window()
     rl = RelativeLayout(pos=(100, 100))
     EventLoop.window.add_widget(rl)  # do_layout() called
     self.assertEqual(rl.to_parent(50, 50), (150, 150))
     self.assertEqual(rl.to_local(50, 50), (-50, -50))
Esempio n. 43
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    def test_widget_multipopup(self, *args):
        EventLoop.ensure_window()
        self._win = EventLoop.window

        self.clean_garbage()

        # build the widget tree & add Window as the main EL
        self.root = Builder.load_string(KV)
        self.render(self.root)
        self.assertLess(len(self._win.children), 2)

        # checked widget
        popup = self.root.ids.popup
        popup_exp = self.root.ids.popup.text

        # activate inspector with root as ctx
        inspector.start(self._win, self.root)
        self.advance_frames(1)

        # pull the Inspector drawer from bottom,
        # but don't inspect yet!
        ins = self.root.inspector
        ins.inspect_enabled = False
        ins.activated = True
        self.assertTrue(ins.at_bottom)

        # touch button center to open the popup
        touch = UnitTestTouch(*popup.center)
        touch.touch_down()
        touch.touch_up()
        self.advance_frames(1)

        # touch Window center to open
        # the second and the third popup
        touch = UnitTestTouch(
            self._win.width / 2.0,
            self._win.height / 2.0
        )
        for i in range(2):
            touch.touch_down()
            touch.touch_up()
            self.advance_frames(1)

        # fixed order, first opened - last closed
        modals = (
            Factory.ThirdModal,
            Factory.SecondModal,
            Factory.FirstModal
        )
        for mod in modals:
            # start inspecting
            ins.inspect_enabled = True
            self.advance_frames(1)

            # inspect button
            touch.touch_down()
            touch.touch_up()
            self.advance_frames(1)

            # check if the popup is selected
            # stored instance
            self.assertIsInstance(ins.widget, Factory.Button)
            self.assertIsInstance(ins.widget.parent, mod)

            # close popup
            ins.inspect_enabled = False
            orig = UnitTestTouch(0, 0)
            orig.touch_down()
            orig.touch_up()
            self.advance_frames(10)

        # close Inspector
        ins.activated = False
        self.render(self.root)
        self.advance_frames(10)

        # stop Inspector completely
        inspector.stop(self._win, self.root)
        self.assertLess(len(self._win.children), 2)
        self.render(self.root)
Esempio n. 44
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    def test_slider_move(self):
        EventLoop.ensure_window()
        win = EventLoop.window
        layout = BoxLayout(orientation='vertical')

        s_handle = _TestSliderHandle()
        s_all = _TestSliderAll()
        layout.add_widget(s_handle)
        layout.add_widget(s_all)
        win.add_widget(layout)

        # get widgets ready
        EventLoop.idle()

        cur1 = s_handle.children[0]
        cur2 = s_all.children[0]

        h1 = cur1.to_window(*cur1.center)[1]
        h2 = h1 - s_handle.cursor_height
        h3 = cur2.to_window(*cur2.center)[1]
        h4 = h3 - s_all.cursor_height

        w1 = cur1.to_window(*cur1.center)[0]
        w2 = cur2.to_window(*cur2.center)[0]
        wh = win.width / 2.0
        dt = 2

        # default pos, new pos, slider ID
        points = [
            [w1, h1, wh, h1, 'handle'],
            [w1, h2, wh, h2, 'handle'],
            [w2, h3, wh, h3, 'all'],
            [w2, h4, wh, h4, 'all'],
        ]

        for point in points:
            x, y, nx, ny, id = point

            # custom touch
            touch = UTMotionEvent("unittest", 1, {
                "x": x / float(win.width),
                "y": y / float(win.height),
            })

            # touch down
            EventLoop.post_dispatch_input("begin", touch)

            if id == 'handle':
                # touch on handle
                if x == w1 and y == h1:
                    self.assertAlmostEqual(s_handle.value, 0.0, delta=dt)
                # touch in widget area (ignored, previous value)
                elif x == w1 and y == h2:
                    self.assertAlmostEqual(s_handle.value, 50.0, delta=dt)
            elif id == 'all':
                # touch on handle:
                if x == w1 and y == h3:
                    self.assertAlmostEqual(s_all.value, 0.0, delta=dt)
                # touch in widget area
                elif x == w1 and y == h4:
                    self.assertAlmostEqual(s_all.value, 0.0, delta=dt)

            # move from default to new pos
            touch.move({
                "x": nx / float(win.width),
                "y": ny / float(win.height)
            })
            EventLoop.post_dispatch_input("update", touch)

            if id == 'handle':
                # move from handle to center
                if nx == wh and ny == h1:
                    self.assertAlmostEqual(s_handle.value, 50.0, delta=dt)
                # move to center (ignored, previous value)
                elif nx == wh and ny == h2:
                    self.assertAlmostEqual(s_handle.value, 50.0, delta=dt)
            elif id == 'all':
                # touch on handle:
                if nx == wh and ny == h3:
                    self.assertAlmostEqual(s_all.value, 50.0, delta=dt)
                # touch in widget area
                elif nx == wh and ny == h4:
                    self.assertAlmostEqual(s_all.value, 50.0, delta=dt)

            # touch up
            EventLoop.post_dispatch_input("end", touch)

        self.render(layout)
Esempio n. 45
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 def advance_time(self, secs=.1):
     start = self._current_time
     while self._current_time < start + secs:
         EventLoop.idle()
         self._current_time += 1 / self._fps
 def on_close(self, *largs):
     '''Event called when the window is closed'''
     Modules.unregister_window(self)
     EventLoop.remove_event_listener(self)
Esempio n. 47
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def install_twisted_reactor(**kwargs):
    '''Installs a threaded twisted reactor, which will schedule one
    reactor iteration before the next frame only when twisted needs
    to do some work.

    any arguments or keyword arguments passed to this function will be
    passed on the the threadedselect reactors interleave function, these
    are the arguments one would usually pass to twisted's reactor.startRunning

    Unlike the default twisted reactor, the installed reactor will not handle
    any signals unnless you set the 'installSignalHandlers' keyword argument
    to 1 explicitly.  This is done to allow kivy to handle teh signals as
    usual, unless you specifically want the twisted reactor to handle the
    signals (e.g. SIGINT).'''
    import twisted

    # prevent installing more than once
    if hasattr(twisted, '_kivy_twisted_reactor_installed'):
        return
    twisted._kivy_twisted_reactor_installed = True

    # dont let twisted handle signals, unless specifically requested
    kwargs.setdefault('installSignalHandlers', 0)

    # install threaded-select reactor, to use with own event loop
    from twisted.internet import _threadedselect
    _threadedselect.install()

    # now we can import twisted reactor as usual
    from twisted.internet import reactor
    from collections import deque
    from kivy.base import EventLoop
    from kivy.logger import Logger
    from kivy.clock import Clock

    # will hold callbacks to twisted callbacks
    q = deque()

    # twisted will call the wake function when it needsto do work
    def reactor_wake(twisted_loop_next):
        Logger.trace("Support: twisted wakeup call to schedule task")
        q.append(twisted_loop_next)

    # called every frame, to process the reactors work in main thread
    def reactor_work(*args):
        Logger.trace("Support: processing twisted task queue")
        while len(q):
            q.popleft()()

    # start the reactor, by telling twisted how to wake, and process
    def reactor_start(*args):
        Logger.info("Support: Starting twisted reactor")
        reactor.interleave(reactor_wake, **kwargs)
        Clock.schedule_interval(reactor_work, 0)

    # make sure twisted reactor is shutdown if eventloop exists
    def reactor_stop(*args):
        '''will shutdown the twisted reactor main loop
        '''
        if reactor.threadpool:
            Logger.info("Support: Stooping twisted threads")
            reactor.threadpool.stop()
        Logger.info("Support: Shutting down twisted reactor")
        reactor._mainLoopShutdown()

    # start and stop teh reactor along with kivy EventLoop
    EventLoop.bind(on_start=reactor_start)
    EventLoop.bind(on_stop=reactor_stop)
Esempio n. 48
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    def _mainloop(self):
        EventLoop.idle()

        for event in pygame.event.get():

            # kill application (SIG_TERM)
            if event.type == pygame.QUIT:
                EventLoop.quit = True
                self.close()

            # mouse move
            elif event.type == pygame.MOUSEMOTION:
                # don't dispatch motion if no button are pressed
                if event.buttons == (0, 0, 0):
                    continue
                x, y = event.pos
                self.dispatch('on_mouse_move', x, y, self.modifiers)

            # mouse action
            elif event.type in (pygame.MOUSEBUTTONDOWN, pygame.MOUSEBUTTONUP):
                self._pygame_update_modifiers()
                x, y = event.pos
                btn = 'left'
                if event.button == 3:
                    btn = 'right'
                elif event.button == 2:
                    btn = 'middle'
                elif event.button == 4:
                    btn = 'scrolldown'
                elif event.button == 5:
                    btn = 'scrollup'
                eventname = 'on_mouse_down'
                if event.type == pygame.MOUSEBUTTONUP:
                    eventname = 'on_mouse_up'
                self.dispatch(eventname, x, y, btn, self.modifiers)

            # keyboard action
            elif event.type in (pygame.KEYDOWN, pygame.KEYUP):
                self._pygame_update_modifiers(event.mod)
                # atm, don't handle keyup
                if event.type == pygame.KEYUP:
                    self.dispatch('on_key_up', event.key, event.scancode)
                    continue

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

            # video resize
            elif event.type == pygame.VIDEORESIZE:
                self._size = event.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 event.type == pygame.VIDEOEXPOSE:
                self.canvas.ask_update()

            # ignored event
            elif event.type == pygame.ACTIVEEVENT:
                pass

            # unhandled event !
            else:
                Logger.debug('WinPygame: Unhandled event %s' % str(event))
Esempio n. 49
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 def setUp(self):
     self.app = TesterApp()
     EventLoop.ensure_window()
     self._win = EventLoop.window
     self.clean_garbage()
     super(ImageTestCase, self).setUp()
Esempio n. 50
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 def update_gui(self):
     if EventLoop.window and hasattr(EventLoop.window, '_mainloop'):
         EventLoop.window._mainloop()
     else:
         EventLoop.idle()
Esempio n. 51
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    def process_points(self, scroll, points):
        win = EventLoop.window
        dt = 0.02

        for point in points:
            if DEBUG:
                print('point:', point, scroll.scroll_x, scroll.scroll_y)
                Clock.schedule_once(lambda *dt: sleep(0.5), 0)
                self.render(scroll)

            x, y, nx, ny, pos_x, pos_y, border_check = point
            scroll.bar_pos = (pos_x, pos_y)

            touch = UTMotionEvent("unittest", next(touch_id), {
                "x": x / float(win.width),
                "y": y / float(win.height),
            })

            # we start with the default top-left corner
            self.assertAlmostEqual(scroll.scroll_x, 0.0, delta=dt)
            self.assertAlmostEqual(scroll.scroll_y, 1.0, delta=dt)

            # check the collision with the margin empty area
            if border_check:
                EventLoop.post_dispatch_input("begin", touch)
                touch.move({
                    "x": nx / float(win.width),
                    "y": ny / float(win.height)
                })
                EventLoop.post_dispatch_input("update", touch)
                EventLoop.post_dispatch_input("end", touch)

                self.assertAlmostEqual(scroll.scroll_x, 0.0, delta=dt)
                self.assertAlmostEqual(scroll.scroll_y, 1.0, delta=dt)
                return

            EventLoop.post_dispatch_input("begin", touch)
            touch.move({
                "x": nx / float(win.width),
                "y": ny / float(win.height)
            })
            EventLoop.post_dispatch_input("update", touch)
            EventLoop.post_dispatch_input("end", touch)

            if DEBUG:
                print(scroll.scroll_x, scroll.scroll_y)
                Clock.schedule_once(lambda *dt: sleep(0.5), 0)
                self.render(scroll)

            # check the scroll position
            self.assertAlmostEqual(scroll.scroll_x,
                                   0.0 if x == nx else 1.0,
                                   delta=dt)
            self.assertAlmostEqual(scroll.scroll_y,
                                   1.0 if y == ny else 0.0,
                                   delta=dt)

            # reset scroll to original state
            scroll.scroll_x = 0.0
            scroll.scroll_y = 1.0
Esempio n. 52
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 def _run_mc(self):
     EventLoop.idle()
Esempio n. 53
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    def build(self):
        self.icon = 'icon.png'
        # print the application informations
        print '\nDeflectouch v%s  Copyright (C) 2012 2015  Cyril Stoller' % VERSION
        print 'This program comes with ABSOLUTELY NO WARRANTY'
        print 'This is free software, and you are welcome to redistribute it'
        print 'under certain conditions; see the source code for details.\n'

        from kivy.base import EventLoop
        EventLoop.ensure_window()
        self.window = EventLoop.window

        # create the root widget and give it a reference of the application instance (so it can access the application settings)
        self.deflectouchwidget = DeflectouchWidget(app=self)
        self.root = self.deflectouchwidget

        # start the background music:
        self.music = SoundLoader.load('sound/deflectouch.ogg')
        self.music.volume = self.config.getint('General', 'Music') / 100.0
        self.music.bind(on_stop=self.sound_replay)
        self.music.play()

        # load all other sounds:
        self.sound['switch'] = SoundLoader.load('sound/switch.ogg')
        self.sound['select'] = SoundLoader.load('sound/select.ogg')
        self.sound['reset'] = SoundLoader.load('sound/reset.ogg')
        self.sound['beep'] = SoundLoader.load('sound/beep.ogg')

        self.sound['bullet_start'] = SoundLoader.load('sound/bullet_start.ogg')
        self.sound['explosion'] = SoundLoader.load('sound/explosion.ogg')
        self.sound['accomplished'] = SoundLoader.load('sound/accomplished.ogg')

        self.sound['no_deflector'] = SoundLoader.load('sound/no_deflector.ogg')
        self.sound['deflector_new'] = SoundLoader.load(
            'sound/deflector_new.ogg')
        self.sound['deflector_down'] = SoundLoader.load(
            'sound/deflector_down.ogg')
        self.sound['deflector_up'] = SoundLoader.load('sound/deflector_up.ogg')
        self.sound['deflector_delete'] = SoundLoader.load(
            'sound/deflector_delete.ogg')
        self.sound['deflection'] = SoundLoader.load('sound/deflection.ogg')

        sound_volume = self.config.getint('General', 'Sound') / 100.0
        for item in self.sound:
            self.sound[item].volume = sound_volume

        # continue on the last level which wasn't finished
        level_opened = False
        for counter, char in enumerate(self.config.get('GamePlay', 'Levels')):
            # if I found a level not yet done, continue with that
            if char == '0':
                self.deflectouchwidget.load_level(counter + 1)
                level_opened = True
                break

        # if all levels were completed, just open the last one.
        if level_opened == False:
            self.deflectouchwidget.load_level(40)

        # if the user started the game the first time, display quick start guide
        if self.config.get('General', 'FirstStartup') == 'Yes':

            Clock.schedule_once(self.welcome_screen, 2)

            self.config.set('General', 'FirstStartup', 'No')
            self.config.write()
Esempio n. 54
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    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 = Clock.schedule_once(self._do_resize, .1)
                    self._do_resize_ev = ev
                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:
                    # 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:
                            kstr_chr.encode(sys.stdout.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)

            # unhandled event !
            else:
                Logger.trace('WindowSDL: Unhandled event %s' % str(event))
Esempio n. 55
0
 def build(self):
     EventLoop.ensure_window()
     return GlslDemo()
Esempio n. 56
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    def _mainloop(self):
        EventLoop.idle()

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

            action, args = event[0], event[1:]
            if action == 'quit':
                if not self.dispatch('on_request_close'):
                    EventLoop.quit = True
                    self.close()
                    break

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

            if action == 'mousemotion':
                x, y = args
                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)

            # 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 == 'windowminimized':
                self.do_pause()

            elif action == 'windowrestored':
                pass

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

                # XXX ios keyboard suck, when backspace is hit, the delete
                # keycode is sent. fix it.
                if key == 127:
                    key = 8

                self._pygame_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, str,
                                 self.modifiers):
                    continue
                self.dispatch('on_keyboard', key, scancode, str,
                              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)
Esempio n. 57
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  def value( self ):
    return self._value

  @value.setter
  def value( self, aValue ):
    aValue = min(max(0.0, aValue), 1.0)
    if self._value != aValue:
      self._value = aValue
      if self._value == 0.0:
        #todo: send button up event.
      elif self._value == 1.0:
        #todo: send button down event.

if __name__ == '__main__':
  m = MyAnim(10.0)
  EventLoop.add_event_listener(m)
  EventLoop.start()
  a = Animation(value=20.0, duration=2.0)
  a += Animation(value=15.0, duration=1.0)
  a.bind(on_complete=m.done)
  a.start(m)

  while m.run:
    EventLoop.idle()
    print(m.value)
    sleep(0.1)


#Part Name
#value, time, transition
#All values are absolute, but we want to use deltas, so we need to figure out how
Esempio n. 58
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    def __init__(self, **kwargs):

        kwargs.setdefault('force', False)

        # don't init window 2 times,
        # except if force is specified
        if WindowBase.__instance is not None and not kwargs.get('force'):
            return
        self.initialized = False

        # event subsystem
        self.register_event_type('on_draw')
        self.register_event_type('on_flip')
        self.register_event_type('on_rotate')
        self.register_event_type('on_resize')
        self.register_event_type('on_close')
        self.register_event_type('on_motion')
        self.register_event_type('on_touch_down')
        self.register_event_type('on_touch_move')
        self.register_event_type('on_touch_up')
        self.register_event_type('on_mouse_down')
        self.register_event_type('on_mouse_move')
        self.register_event_type('on_mouse_up')
        self.register_event_type('on_keyboard')
        self.register_event_type('on_key_down')
        self.register_event_type('on_key_up')
        self.register_event_type('on_dropfile')

        # create a trigger for update/create the window when one of window
        # property changes
        self.trigger_create_window = Clock.create_trigger(
            self.create_window, -1)

        # set the default window parameter according to the configuration
        if 'fullscreen' not in kwargs:
            fullscreen = Config.get('graphics', 'fullscreen')
            if fullscreen not in ('auto', 'fake'):
                fullscreen = fullscreen.lower() in ('true', '1', 'yes', 'yup')
            kwargs['fullscreen'] = fullscreen
        if 'width' not in kwargs:
            kwargs['width'] = Config.getint('graphics', 'width')
        if 'height' not in kwargs:
            kwargs['height'] = Config.getint('graphics', 'height')
        if 'rotation' not in kwargs:
            kwargs['rotation'] = Config.getint('graphics', 'rotation')
        if 'position' not in kwargs:
            kwargs['position'] = Config.get('graphics', 'position', 'auto')
        if 'top' in kwargs:
            kwargs['position'] = 'custom'
            kwargs['top'] = kwargs['top']
        else:
            kwargs['top'] = Config.getint('graphics', 'top')
        if 'left' in kwargs:
            kwargs['position'] = 'custom'
            kwargs['left'] = kwargs['left']
        else:
            kwargs['left'] = Config.getint('graphics', 'left')
        kwargs['_size'] = (kwargs.pop('width'), kwargs.pop('height'))

        super(WindowBase, self).__init__(**kwargs)

        # bind all the properties that need to recreate the window
        for prop in ('fullscreen', 'position', 'top', 'left', '_size',
                     'system_size'):
            self.bind(**{prop: self.trigger_create_window})

        # init privates
        self._system_keyboard = Keyboard(window=self)
        self._keyboards = {'system': self._system_keyboard}
        self._vkeyboard_cls = None

        self.children = []
        self.parent = self

        # before creating the window
        __import__('kivy.core.gl')

        # configure the window
        self.create_window()

        # attach modules + listener event
        Modules.register_window(self)
        EventLoop.set_window(self)
        EventLoop.add_event_listener(self)

        # manage keyboard(s)
        self.configure_keyboards()

        # mark as initialized
        self.initialized = True
Esempio n. 59
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def install_twisted_reactor(**kwargs):
    '''Installs a threaded twisted reactor, which will schedule one
    reactor iteration before the next frame only when twisted needs
    to do some work.

    Any arguments or keyword arguments passed to this function will be
    passed on the the threadedselect reactors interleave function. These
    are the arguments one would usually pass to twisted's reactor.startRunning.

    Unlike the default twisted reactor, the installed reactor will not handle
    any signals unless you set the 'installSignalHandlers' keyword argument
    to 1 explicitly. This is done to allow kivy to handle the signals as
    usual unless you specifically want the twisted reactor to handle the
    signals (e.g. SIGINT).

    .. note::
        Twisted is not included in iOS build by default. To use it on iOS,
        put the twisted distribution (and zope.interface dependency) in your
        application directory.
    '''
    import twisted

    # prevent installing more than once
    if hasattr(twisted, '_kivy_twisted_reactor_installed'):
        return
    twisted._kivy_twisted_reactor_installed = True

    # don't let twisted handle signals, unless specifically requested
    kwargs.setdefault('installSignalHandlers', 0)

    # install threaded-select reactor, to use with own event loop
    from twisted.internet import _threadedselect
    _threadedselect.install()

    # now we can import twisted reactor as usual
    from twisted.internet import reactor
    from twisted.internet.error import ReactorNotRunning

    from collections import deque
    from kivy.base import EventLoop
    from kivy.logger import Logger
    from kivy.clock import Clock

    # will hold callbacks to twisted callbacks
    q = deque()

    # twisted will call the wake function when it needs to do work
    def reactor_wake(twisted_loop_next):
        '''Wakeup the twisted reactor to start processing the task queue
        '''

        Logger.trace("Support: twisted wakeup call to schedule task")
        q.append(twisted_loop_next)

    # called every frame, to process the reactors work in main thread
    def reactor_work(*args):
        '''Process the twisted reactor task queue
        '''
        Logger.trace("Support: processing twisted task queue")
        while len(q):
            q.popleft()()

    global _twisted_reactor_work
    _twisted_reactor_work = reactor_work

    # start the reactor, by telling twisted how to wake, and process
    def reactor_start(*args):
        '''Start the twisted reactor main loop
        '''
        Logger.info("Support: Starting twisted reactor")
        reactor.interleave(reactor_wake, **kwargs)
        Clock.schedule_interval(reactor_work, 0)

    # make sure twisted reactor is shutdown if eventloop exists
    def reactor_stop(*args):
        '''Shutdown the twisted reactor main loop
        '''
        if reactor.threadpool:
            Logger.info("Support: Stopping twisted threads")
            reactor.threadpool.stop()
        Logger.info("Support: Shutting down twisted reactor")
        reactor._mainLoopShutdown()
        try:
            reactor.stop()
        except ReactorNotRunning:
            pass

        import sys
        sys.modules.pop('twisted.internet.reactor', None)

    global _twisted_reactor_stopper
    _twisted_reactor_stopper = reactor_stop

    # start and stop the reactor along with kivy EventLoop
    Clock.schedule_once(reactor_start, 0)
    EventLoop.bind(on_stop=reactor_stop)
Esempio n. 60
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    def create_window(self, *largs):

        if self._fake_fullscreen:
            if not self.borderless:
                self.fullscreen = self._fake_fullscreen = False
            elif not self.fullscreen or self.fullscreen == 'auto':
                self.borderless = self._fake_fullscreen = False

        if self.fullscreen == 'fake':
            self.borderless = self._fake_fullscreen = True
            Logger.warning("The 'fake' fullscreen option has been "
                           "deprecated, use Window.borderless or the "
                           "borderless Config option instead.")

        if not self.initialized:

            if self.position == 'auto':
                pos = None, None
            elif self.position == 'custom':
                pos = self.left, self.top

            # setup !
            w, h = self.system_size
            resizable = Config.getboolean('graphics', 'resizable')
            state = (Config.get('graphics', 'window_state')
                     if self._is_desktop else None)
            self.system_size = _size = self._win.setup_window(
                pos[0], pos[1], w, h, self.borderless, self.fullscreen,
                resizable, state)

            # calculate density
            sz = self._win._get_gl_size()[0]
            self._density = density = sz / _size[0]
            if self._is_desktop and self.size[0] != _size[0]:
                self.dpi = density * 96.

            # never stay with a None pos, application using w.center
            # will be fired.
            self._pos = (0, 0)
        else:
            w, h = self.system_size
            self._win.resize_window(w, h)
            self._win.set_border_state(self.borderless)
            self._win.set_fullscreen_mode(self.fullscreen)

        super(WindowSDL, self).create_window()

        if self.initialized:
            return

        # auto add input provider
        Logger.info('Window: auto add sdl2 input provider')
        from kivy.base import EventLoop
        SDL2MotionEventProvider.win = self
        EventLoop.add_input_provider(SDL2MotionEventProvider('sdl', ''))

        # set window icon before calling set_mode
        try:
            filename_icon = self.icon or Config.get('kivy', 'window_icon')
            if filename_icon == '':
                logo_size = 32
                if platform == 'macosx':
                    logo_size = 512
                elif platform == 'win':
                    logo_size = 64
                filename_icon = 'kivy-icon-{}.png'.format(logo_size)
                filename_icon = resource_find(
                    join(kivy_data_dir, 'logo', filename_icon))
            self.set_icon(filename_icon)
        except:
            Logger.exception('Window: cannot set icon')