コード例 #1
0
    def on_mouse(self, event):
        '''EVT_MOUSE_EVENTS handler.'''
        # todo: maybe right click should give context menu with 'Sensitivity...'
        # todo: make check: if left up and has capture, release capture

        self.Refresh()
        
        (w, h) = self.GetClientSize()
        (x, y) = event.GetPositionTuple()
        
        
        if event.LeftDown():
            self.being_dragged = True
            self.snap_map = SnapMap(
                snap_point_ratios=self._get_snap_points_as_ratios(),
                base_drag_radius=self.base_drag_radius,
                snap_point_drag_well=self.snap_point_drag_well,
                initial_y=y,
                initial_ratio=self.current_ratio
            )
            
            self.SetCursor(cursor_collection.get_closed_grab())
            # SetCursor must be before CaptureMouse because of wxPython/GTK
            # weirdness
            self.CaptureMouse()
            
            return
        
        if event.LeftIsDown() and self.HasCapture():
            ratio = self.snap_map.y_to_ratio(y)
            value = self._ratio_to_value(ratio)
            self.value_setter(value)
            
                
        if event.LeftUp():
            # todo: make sure that when leaving
            # entire app, things don't get f****d
            if self.HasCapture():
                self.ReleaseMouse()
            # SetCursor must be after ReleaseMouse because of wxPython/GTK
            # weirdness
            self.SetCursor(cursor_collection.get_open_grab())
            self.being_dragged = False
            self.snap_map = None
            
            
        return
コード例 #2
0
    def on_mouse(self, event):
        '''EVT_MOUSE_EVENTS handler.'''
        # todo: maybe right click should give context menu with
        # 'Sensitivity...'
        # todo: make check: if left up and has capture, release capture

        self.Refresh()

        (w, h) = self.GetClientSize()
        (x, y) = event.GetPositionTuple()

        if event.LeftDown():
            self.being_dragged = True
            self.snap_map = SnapMap(
                snap_point_ratios=self._get_snap_points_as_ratios(),
                base_drag_radius=self.base_drag_radius,
                snap_point_drag_well=self.snap_point_drag_well,
                initial_y=y,
                initial_ratio=self.current_ratio)

            self.SetCursor(cursor_collection.get_closed_grab())
            # SetCursor must be before CaptureMouse because of wxPython/GTK
            # weirdness
            self.CaptureMouse()

            return

        if event.LeftIsDown() and self.HasCapture():
            ratio = self.snap_map.y_to_ratio(y)
            value = self._ratio_to_value(ratio)
            self.value_setter(value)

        if event.LeftUp():
            # todo: make sure that when leaving
            # entire app, things don't get f****d
            if self.HasCapture():
                self.ReleaseMouse()
            # SetCursor must be after ReleaseMouse because of wxPython/GTK
            # weirdness
            self.SetCursor(cursor_collection.get_open_grab())
            self.being_dragged = False
            self.snap_map = None

        return
コード例 #3
0
    def on_mouse_event(self, e):
        '''EVT_MOUSE_EVENTS handler.'''
        # todo: possibly do momentum, like in old shockwave carouselle.
        # todo: right click should give context menu with 'Sensitivity...' and
        # 'Disable'
        # todo: make check: if left up and has capture, release capture

        self.Refresh()
        
        (w, h) = self.GetClientSize()
        (x, y) = e.GetPositionTuple()
        (rx, ry) = (x/w, y/h)
        
        if e.LeftDown():
            self.angle_while_dragging = self.grabbed_angle = self._expanded_pos_to_angle(rx)
            self.d_angle_while_dragging = 0
            self.desired_clock_while_dragging = self.grabbed_pseudoclock = \
                self.gui_project.pseudoclock
            self.was_playing_before_drag = self.gui_project.is_playing
            self.gui_project.stop_playing()
            self.being_dragged = True
            
            self.SetCursor(cursor_collection.get_closed_grab())
            # SetCursor must be before CaptureMouse because of wxPython/GTK
            # weirdness
            self.CaptureMouse()
            
            return
        
        if e.LeftIsDown():
            if not self.HasCapture():
                return
            self.angle_while_dragging = self._expanded_pos_to_angle(rx)
            self.d_angle_while_dragging = (self.angle_while_dragging - self.grabbed_angle)
            
            desired_pseudoclock = self.grabbed_pseudoclock + \
                (self.d_angle_while_dragging / self.clock_factor)
            
            self.gui_project.set_pseudoclock(desired_pseudoclock)
            
            if self.gui_project.pseudoclock != desired_pseudoclock:
                # Means we got an edge node
                
                edge_clock = self.gui_project.active_node.state.clock
                direction = cmp(self.gui_project.pseudoclock,
                                desired_pseudoclock)
                # direction that we bring back the cursor to if it goes too far
                d_clock = (edge_clock - self.grabbed_pseudoclock)
                d_angle = d_clock * self.clock_factor
                edge_angle = self.grabbed_angle + d_angle
                edge_rx = self._expanded_angle_to_pos(edge_angle)
                edge_x = edge_rx * w
                is_going_over = \
                    (edge_x - x > 0) if direction == 1 else (edge_x - x < 0)
                if is_going_over:
                    self.WarpPointer(edge_x, y)
            
                
        if e.LeftUp(): #or e.Leaving():
            # todo: make sure that when leaving entire app, things don't get
            # f****d
            if self.HasCapture():
                self.ReleaseMouse()
            # SetCursor must be after ReleaseMouse because of wxPython/GTK
            # weirdness
            self.SetCursor(cursor_collection.get_open_grab())
            self.being_dragged = False
            self.grabbed_angle = None
            self.grabbed_pseudoclock = None
            self.angle_while_dragging = None
            self.d_angle_while_dragging = None
            self.desired_clock_while_dragging = None
            
            if self.was_playing_before_drag:
                self.gui_project.start_playing()
                
            self.gui_project.round_pseudoclock_to_active_node()
                
            self.was_playing_before_drag = None
コード例 #4
0
    def on_mouse_event(self, e):
        '''EVT_MOUSE_EVENTS handler.'''
        # todo: possibly do momentum, like in old shockwave carouselle.
        # todo: right click should give context menu with 'Sensitivity...' and
        # 'Disable'
        # todo: make check: if left up and has capture, release capture

        
        # If the gui project has no active path, we can't navigate on it at
        # all:
        if self.gui_project.path is None:
            return
        
        self.Refresh()
        
        (w, h) = self.GetClientSize()
        (x, y) = e.GetPositionTuple()
        (rx, ry) = (x/w, y/h)
        
        if e.LeftDown():
            self.angle_while_dragging = self.grabbed_angle = \
                self._expanded_pos_to_angle(rx)
            self.d_angle_while_dragging = 0
            self.desired_clock_while_dragging = self.grabbed_pseudoclock = \
                self.gui_project.pseudoclock
            self.was_playing_before_drag = self.gui_project.is_playing
            self.gui_project.stop_playing()
            self.being_dragged = True
            
            self.SetCursor(cursor_collection.get_closed_grab())
            # SetCursor must be before CaptureMouse because of wxPython/GTK
            # weirdness
            self.CaptureMouse()
            
            return
        
        if e.LeftIsDown():
            if not self.HasCapture():
                return
            self.angle_while_dragging = self._expanded_pos_to_angle(rx)
            self.d_angle_while_dragging = \
                (self.angle_while_dragging - self.grabbed_angle)
            
            desired_pseudoclock = self.grabbed_pseudoclock + \
                (self.d_angle_while_dragging / self.clock_factor)
            
            self.gui_project.set_pseudoclock(desired_pseudoclock)
            
            if self.gui_project.pseudoclock != desired_pseudoclock:
                # Means we got an edge node
                
                edge_clock = self.gui_project.active_node.state.clock
                direction = cmp(self.gui_project.pseudoclock,
                                desired_pseudoclock)
                # direction that we bring back the cursor to if it goes too far
                d_clock = (edge_clock - self.grabbed_pseudoclock)
                d_angle = d_clock * self.clock_factor
                edge_angle = self.grabbed_angle + d_angle
                edge_rx = self._expanded_angle_to_pos(edge_angle)
                edge_x = edge_rx * w
                is_going_over = \
                    (edge_x - x > 0) if direction == 1 else (edge_x - x < 0)
                if is_going_over:
                    self.WarpPointer(edge_x, y)
            
                
        if e.LeftUp(): #or e.Leaving():
            # todo: make sure that when leaving entire app, things don't get
            # f****d
            if self.HasCapture():
                self.ReleaseMouse()
            # SetCursor must be after ReleaseMouse because of wxPython/GTK
            # weirdness
            self.SetCursor(cursor_collection.get_open_grab())
            self.being_dragged = False
            self.grabbed_angle = None
            self.grabbed_pseudoclock = None
            self.angle_while_dragging = None
            self.d_angle_while_dragging = None
            self.desired_clock_while_dragging = None
            
            if self.was_playing_before_drag:
                self.gui_project.start_playing()
                
            self.gui_project.round_pseudoclock_to_active_node()
                
            self.was_playing_before_drag = None