def on_key_down(self, __win, key, *__largs, **__kwargs): if self.gameworld.state != 'main': # don't receive kbd events from menus etc.... return # very dirty hack, but: we don't have any instance of keyboard anywhere, and # keycode_to_string should be in fact classmethod, so passing None as self is safe code = Keyboard.keycode_to_string(Window._system_keyboard, key) self.keys_pressed.add(code)
def on_key_up(self, _win, key, *_args, **_kwargs): code = Keyboard.keycode_to_string(Window._system_keyboard, key) if code != 'a' and code != 'spacebar': return self.shout()
def read_key(self, obj, keycode, something): # print((Keyboard.keycode_to_string(obj, keycode))) if (Keyboard.keycode_to_string(obj, keycode)) == "right": if not change_mod.focus and not change_num.focus: if self.type_dice == 100: self.cb_list[DICES.index(self.type_dice)].active = False self.cb_list[0].active = True elif self.type_dice == 0: self.cb_list[0].active = True else: self.cb_list[DICES.index(self.type_dice)].active = False self.cb_list[DICES.index(self.type_dice) + 1].active = True if (Keyboard.keycode_to_string(obj, keycode)) == "left": if not change_mod.focus and not change_num.focus: if self.type_dice == 2: self.cb_list[DICES.index(self.type_dice)].active = False self.cb_list[len(self.cb_list) - 1].active = True elif self.type_dice == 0: self.cb_list[0].active = True else: self.cb_list[DICES.index(self.type_dice)].active = False self.cb_list[DICES.index(self.type_dice) - 1].active = True if (Keyboard.keycode_to_string(obj, keycode)) == "enter": self.lanzar_dados(self.btn) if (Keyboard.keycode_to_string(obj, keycode)) == "up": if change_num.focus: change_num.focus = False change_mod.focus = True else: change_num.focus = True change_mod.focus = False if (Keyboard.keycode_to_string(obj, keycode)) == "down": change_num.focus = False change_mod.focus = False if (Keyboard.keycode_to_string(obj, keycode)) == "r": change_num.text = "1" change_mod.text = "0" if (Keyboard.keycode_to_string(obj, keycode)) == "n": change_num.focus = True change_num.text = "" if (Keyboard.keycode_to_string(obj, keycode)) == "m": change_mod.focus = True change_mod.text = "" if (Keyboard.keycode_to_string(obj, keycode)) == "spacebar": change_num.focus = False change_mod.focus = False
def on_key_down(self, window, key, *largs, **kwargs): # very dirty hack, but: we don't have any instance of keyboard anywhere, and # keycode_to_string should be in fact classmethod, so passing None as self is safe code = Keyboard.keycode_to_string(None, key) self.keys_pressed.add(code) if code == 'spacebar': self.shoot(drop=True)
def parse_key_down(self, keyboard, key, codepoint, text, modifier, *args): '''Parse keys and generate the formatted keyboard shortcut ''' key_str = Keyboard.keycode_to_string(Window._system_keyboard, key) modifier.sort() value = str(modifier) + ' + ' + key_str if value in self.map: self.map.get(value)[0]() return True
def _on_key_down(self, keyboard, key, codepoint, text, modifier, **kwargs): '''Listen keyboard to create shortcuts. Update class properties ''' self.key = Keyboard.keycode_to_string(Window._system_keyboard, key) if self.key in ['ctrl', 'shift', 'alt']: self.key = '' if modifier is None: modifier = [] self.has_ctrl = 'ctrl' in modifier self.has_shift = 'shift' in modifier self.has_alt = 'alt' in modifier return True
def _on_key_down(self, keyboard, key, codepoint, text, modifier, **kwargs): """Listen keyboard to create shortcuts. Update class properties """ self.key = Keyboard.keycode_to_string(Window._system_keyboard, key) if self.key in ["ctrl", "shift", "alt"]: self.key = "" if modifier is None: modifier = [] self.has_ctrl = "ctrl" in modifier self.has_shift = "shift" in modifier self.has_alt = "alt" in modifier return True
def handle_key(self, keyboard, key, codepoint, text, modifier, *args): key_str = Keyboard.keycode_to_string(Window._system_keyboard, key) modifier.sort() if modifier: value = '_'.join(modifier) + '_' + key_str else: value = key_str callable_method = 'do_' + value try: func = getattr(self, callable_method) except AttributeError: pass else: func()
def _on_keyboard_down(self, keyboard, key, codepoint, text, modifier, *args): '''To detect which key is pressed ''' if modifier: return False key_str = Keyboard.keycode_to_string(Window._system_keyboard, key) if key_str == 'up': v = self.adapter.get_view(self.prev_selection - 1) if v is not None: self.adapter.handle_selection(v) return True if key_str == 'down': v = self.adapter.get_view(self.prev_selection + 1) if v is not None: self.adapter.handle_selection(v) return True if key_str == 'enter': self.dispatch('on_select') return True
def key_action(self, *args): snack(Keyboard.keycode_to_string(None, args[1]))
def on_key_up(self, __window, key, *__largs, **__kwargs): code = Keyboard.keycode_to_string(None, key) self.keys_pressed.remove(code)
def on_key_down(self, win, key, scancode, codepoint, modifier): code = Keyboard.keycode_to_string(Window._system_keyboard, key) if key == 13 and modifier == ['alt'] or code == 'f11': Clock.schedule_once(partial(self.toggle_fs, win), 0.1) return True
def on_key_up(self, _win, key, *_args, **_kwargs): code = Keyboard.keycode_to_string(Window._system_keyboard, key) # Logger.debug("code=%s", code) if self.gameworld.state == 'levelnum' and code == 'spacebar': self.on_play() return True
def on_key_up(self, _win, key, *_args, **_kwargs): code = Keyboard.keycode_to_string(Window._system_keyboard, key) if code in self.keys_pressed: self.keys_pressed.remove(code)