def process(self, player_controller_id, sequence, sock, pygame, event): ue_key_code = settings.ASCII_TO_UE_KEYCODE.get(event.key, 0) ue_char_code = settings.ASCII_TO_UE_CHARCODE.get(event.key, ue_key_code) ue_key_code = ue_char_code or ue_key_code # This code is redundant. It changes nothing. sequence = protocol.pack_and_send(settings.DEVICE_KEYBOARD, sequence, player_controller_id, ue_key_code, ue_char_code, event.type, sock) logging.info("Keyboard: %s => %s", event.key, ue_key_code)
def process(self, player_controller_id, sequence, sock, pygame, event): ue_key_code = settings.ASCII_TO_UE_KEYCODE.get(event.key, 0) ue_char_code = settings.ASCII_TO_UE_CHARCODE.get( event.key, ue_key_code) ue_key_code = ue_char_code or ue_key_code # This code is redundant. It changes nothing. sequence = protocol.pack_and_send(settings.DEVICE_KEYBOARD, sequence, player_controller_id, ue_key_code, ue_char_code, event.type, sock) logging.info("Keyboard: %s => %s", event.key, ue_key_code)
def test_pack_and_send_sequence_0_to_1(self): socket_name = socket.socket( socket.AF_INET, # Internet socket.SOCK_DGRAM) # UDP sequence = 0 final_sequence = protocol.pack_and_send(1, sequence, 0, 0, 0, 0, socket_name) self.assertEqual( final_sequence, 1, "packAndSend: fail to increase sequence from 0 to 1.")
def process(self, player_controller_id, sequence, sock, pygame, event): left_mouse_button, middle_mouse_button, right_mouse_button = pygame.mouse.get_pressed() if (left_mouse_button == 1): ue_char_code = 1 elif (middle_mouse_button == 1): ue_char_code = 4 elif (right_mouse_button == 1): ue_char_code = 2 else: ue_char_code = 0 ue_key_code = ue_char_code if (event.type == MOUSEBUTTONDOWN): sequence = protocol.pack_and_send(settings.DEVICE_KEYBOARD, sequence, player_controller_id, ue_key_code, ue_char_code, 2, sock) elif (event.type == MOUSEBUTTONUP): sequence = protocol.pack_and_send(settings.DEVICE_KEYBOARD, sequence, player_controller_id, ue_key_code, ue_char_code, 3, sock) logging.info("Mouse button: %s => %s", pygame.mouse.get_pressed(), ue_key_code)
def process(self, player_controller_id, sequence, sock, pygame, event): left_mouse_button, middle_mouse_button, right_mouse_button = pygame.mouse.get_pressed( ) if (left_mouse_button == 1): ue_char_code = 1 elif (middle_mouse_button == 1): ue_char_code = 4 elif (right_mouse_button == 1): ue_char_code = 2 else: ue_char_code = 0 ue_key_code = ue_char_code if (event.type == MOUSEBUTTONDOWN): sequence = protocol.pack_and_send(settings.DEVICE_KEYBOARD, sequence, player_controller_id, ue_key_code, ue_char_code, 2, sock) elif (event.type == MOUSEBUTTONUP): sequence = protocol.pack_and_send(settings.DEVICE_KEYBOARD, sequence, player_controller_id, ue_key_code, ue_char_code, 3, sock) logging.info("Mouse button: %s => %s", pygame.mouse.get_pressed(), ue_key_code)
def process(self, player_controller_id, sequence, sock, pygame, event): x, y = pygame.mouse.get_rel() sequence = protocol.pack_and_send(settings.DEVICE_MOUSE, sequence, player_controller_id, x, y, event.type, sock) logging.info("Mouse motion: %d %d", x, y)
def process(self, player_controller_id, sequence, sock, pygame, event): x, y = pygame.mouse.get_rel() sequence = protocol.pack_and_send(settings.DEVICE_MOUSE, sequence, player_controller_id, x, y, event.type, sock) logging.info("Mouse motion: %d %d", x,y)
def test_pack_and_send_sequence_0_to_1(self): socket_name = socket.socket(socket.AF_INET, # Internet socket.SOCK_DGRAM) # UDP sequence = 0 final_sequence = protocol.pack_and_send(1, sequence, 0, 0, 0, 0, socket_name) self.assertEqual(final_sequence, 1, "packAndSend: fail to increase sequence from 0 to 1.")