def main(test=False): """ Main program. :param test: Indicate function is being tested :type test: bool :return: None """ # Init pygame pygame.init() screen = pygame.display.set_mode((500, 400)) # Create keyboard layout = vkboard.VKeyboardLayout(vkboard.VKeyboardLayout.AZERTY) keyboard = vkboard.VKeyboard(screen, on_key_event, layout) clock = pygame.time.Clock() # Main loop while True: clock.tick(100) # Ensure not exceed 100 FPS for event in pygame.event.get(): keyboard.on_event(event) if event.type == pygame.QUIT: print("Average FPS: ", clock.get_fps()) exit() # Flip the entire surface pygame.display.flip() # At first loop returns if test: break
def __init__(self, window, config, counters, onclose=None): self.win = window self.cfg = config self.count = counters self._changed = False self._close_callback = onclose size = self.win.get_rect().size self.size = (min(600, size[0]), min(400, size[1])) self._main_menu = pgm.Menu(title="Settings v{}".format(pibooth.__version__), width=self.size[0], height=self.size[1], theme=THEME_DARK, onclose=self._on_close) self._main_menu.disable() self._keyboard = vkb.VKeyboard(self.win.surface, self._on_keyboard_event, vkb.VKeyboardLayout(vkb.VKeyboardLayout.QWERTY), renderer=vkb.VKeyboardRenderer.DARK, show_text=True, joystick_navigation=True) self._keyboard.disable() for name in DEFAULT: submenu = self._build_submenu(name) if submenu._widgets: self._main_menu.add_button(submenu.get_title(), submenu) self._main_menu.add_button('Exit', self._on_exit)
def __init__(self, plugins_manager, configuration, application, window, onclose=None): self.app = application self.win = window self.cfg = configuration self.pm = plugins_manager self._changed = False self._close_callback = onclose size = self.win.get_rect().size self.size = (min(600, size[0]), min(400, size[1])) self._main_menu = pgm.Menu(title="Settings v{}".format(pibooth.__version__), width=self.size[0], height=self.size[1], theme=THEME_DARK, touchscreen=True, onclose=self._on_close) self._main_menu.disable() self._main_menu.add.vertical_margin(20) self._keyboard = vkb.VKeyboard(self.win.surface, self._on_keyboard_event, vkb.VKeyboardLayout(vkb.VKeyboardLayout.QWERTY), renderer=vkb.VKeyboardRenderer.DARK, show_text=True, joystick_navigation=True) self._keyboard.disable() for name in DEFAULT: submenu = self._build_submenu(name) if len(submenu._widgets) > 2: self._main_menu.add.button(submenu.get_title(), submenu) self._main_menu.add.button('Exit', self._on_exit) self._main_menu.add.vertical_margin(20)
def main(test=False): """ Main program. :param test: Indicate function is being tested :type test: bool :return: None """ # Init pygame pygame.init() screen = pygame.display.set_mode((500, 300), pygame.RESIZABLE) screen.fill((100, 100, 100)) # Create keyboard layout = vkboard.VKeyboardLayout(vkboard.VKeyboardLayout.QWERTY, allow_special_chars=False, allow_space=False) keyboard = vkboard.VKeyboard(screen, on_key_event, layout, renderer=vkboard.VKeyboardRenderer.DARK, show_text=True, joystick_navigation=True) clock = pygame.time.Clock() # Main loop while True: clock.tick(100) # Ensure not exceed 100 FPS events = pygame.event.get() for event in events: if event.type == pygame.QUIT: print("Average FPS: ", clock.get_fps()) exit() if event.type == pygame.VIDEORESIZE: screen.fill((100, 100, 100)) keyboard.update(events) rects = keyboard.draw(screen) # Flip only the updated area pygame.display.update(rects) # At first loop returns if test: break
def main(test=False): """ Main program. :param test: Indicate function is being tested :type test: bool :return: None """ # Init pygame pygame.init() screen = pygame.display.set_mode((400, 400)) # Create keyboard model = ['123', '456', '789', '*0#'] layout = vkboard.VKeyboardLayout(model, key_size=30, padding = 15, height_ratio=0.8, allow_uppercase=False, allow_special_chars=False, allow_space=False) keyboard = vkboard.VKeyboard(screen, on_key_event, layout, joystick_navigation=True) # Main loop while True: events = pygame.event.get() for event in events: if event.type == pygame.QUIT: exit() keyboard.update(events) rects = keyboard.draw(screen) # Flip only the updated area pygame.display.update(rects) # At first loop returns if test: break