Exemplo n.º 1
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def post(event):
    '''Place a new event on the queue.

    This places a new event at the end of the event queue. These Events will
    later be retrieved from the other queue functions.

    This is usually used for placing _pygame_USEREVENT events on the queue.
    Although any type of event can be placed, if using the sytem event types
    your program should be sure to create the standard attributes with
    appropriate values.

    :Parameters:
        `event` : Event
            Event to add to the queue.

    '''
    global _user_event_nextid

    _pygame_display._video_init_check()

    sdl_event = SDL_Event(event.type)
    sdl_event.user.code = _USEROBJECT_CHECK1
    sdl_event.user.data1 = c_void_p(_USEROBJECT_CHECK2)
    sdl_event.user.data2 = c_void_p(_user_event_nextid)
    _user_event_objects[_user_event_nextid] = event
    _user_event_nextid += 1

    SDL_PushEvent(sdl_event)
Exemplo n.º 2
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def set_blocked(typelist):
    '''Control which events are allowed on the queue.

    The given event types are not allowed to appear on the event queue. By
    default all events can be placed on the queue. It is safe to disable an
    event type multiple times.

    If None is passed as the argument, this has the opposite effect and none of
    the event types are allowed to be placed on the queue.

    :note: events posted with `post` will not be blocked.

    :Parameters:
        `typelist` : int or sequence of int or None
            Event type or list of event types to disallow.

    '''
    _pygame_display._video_init_check()

    if typelist is None:
        SDL_EventState(SDL_ALLEVENTS, SDL_IGNORE)
    elif hasattr(typelist, '__len__'):
        for val in typelist:
            SDL_EventState(val, SDL_IGNORE)
    else:
        SDL_EventState(typelist, SDL_IGNORE)
Exemplo n.º 3
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def clear(typelist=None):
    '''Remove all events from the queue.

    Remove all events or events of a specific type from the queue. This has the
    same effect as `get` except nothing is returned. This can be slightly more
    effecient when clearing a full event queue.

    :Parameters:
        `typelist` : int or sequence of int
            Event type or list of event types to remove.
    
    '''
    _pygame_display._video_init_check()
    
    if typelist is None:
        mask = SDL_ALLEVENTS
    else:
        if hasattr(typelist, '__len__'):
            mask = reduce(lambda a,b: a | SDL_EVENTMASK(b), typelist, 0)
        else:
            mask = int(typelist)

    SDL_PumpEvents()
    
    events = []
    new_events = SDL_PeepEvents(1, SDL_GETEVENT, mask)
    while new_events:
        new_events = SDL_PeepEvents(1, SDL_GETEVENT, mask)
Exemplo n.º 4
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def peek(typelist=None):
    '''Test if event types are waiting on the queue.

    Returns true if there are any events of the given type waiting on the
    queue.  If a sequence of event types is passed, this will return True if
    any of those events are on the queue.

    :Parameters:
        `typelist` : int or sequence of int
            Event type or list of event types to look for.

    :rtype: bool
    '''
    _pygame_display._video_init_check()

    if typelist is None:
        mask = SDL_ALLEVENTS
    else:
        if hasattr(typelist, '__len__'):
            mask = reduce(lambda a,b: a | SDL_EVENTMASK(b), typelist, 0)
        else:
            mask = SDL_EVENTMASK(int(typelist))
    
    SDL_PumpEvents()
    events = SDL_PeepEvents(1, SDL_PEEKEVENT, mask)

    if typelist is None:
        if events:
            return Event(0, sdl_event=events[0], keep_userdata=True)
        else:
            return Event(_pygame_locals.NOEVENT) # XXX deviation from pygame
    return len(events) > 0
Exemplo n.º 5
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def get_grab():
    '''Test if the program is sharing input devices.

    Returns true when the input events are grabbed for this application. Use
    `set_grab` to control this state.

    :rtype: bool
    '''
    _pygame_display._video_init_check()

    return SDL_WM_GrabInput(SDL_GRAB_QUERY) == SDL_GRAB_ON
Exemplo n.º 6
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def wait():
    '''Wait for a single event from the queue.

    Returns a single event from the queue. If the queue is empty this function
    will wait until one is created. While the program is waiting it will sleep
    in an idle state. This is important for programs that want to share the
    system with other applications.

    :rtype: Event
    '''
    _pygame_display._video_init_check()

    return Event(0, sdl_event=SDL_WaitEventAndReturn())
Exemplo n.º 7
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def poll():
    '''Get a single event from the queue.

    Returns a single event from the queue. If the event queue is empty an event
    of type _pygame_NOEVENT will be returned immediately. The returned event is
    removed from the queue.

    :rtype: Event
    '''
    _pygame_display._video_init_check()

    event = SDL_PollEventAndReturn()
    if event:
        return Event(0, sdl_event=event, keep_userdata=True)
    else:
        return Event(_pygame_locals.NOEVENT)
Exemplo n.º 8
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def pump():
    '''Internally process pygame event handlers.

    For each frame of your game, you will need to make some sort of call to
    the event queue. This ensures your program can internally interact with
    the rest of the operating system. If you are not using other event
    functions in your game, you should call _pygame_event.pump() to allow
    pygame to handle internal actions.

    This function is not necessary if your program is consistently processing
    events on the queue through the other _pygame_event functions.
     
    There are important things that must be dealt with internally in the event
    queue. The main window may need to be repainted or respond to the system.
    If you fail to make a call to the event queue for too long, the system may
    decide your program has locked up.
    '''
    _pygame_display._video_init_check()
    SDL_PumpEvents()
Exemplo n.º 9
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def set_grab(grab):
    '''Control the sharing of input devices with other applications.

    When your program runs in a windowed environment, it will share the mouse
    and keyboard devices with other applications that have focus. If your 
    program sets the event grab to True, it will lock all input into your
    program. 

    It is best to not always grab the input, since it prevents the user from
    doing other things on their system.

    :Parameters:
     - `grab`: bool

    '''
    _pygame_display._video_init_check()

    if grab:
        SDL_WM_GrabInput(SDL_GRAB_ON)
    else:
        SDL_WM_GrabInput(SDL_GRAB_OFF)
Exemplo n.º 10
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def get_blocked(typelist):
    '''Test if a type of event is blocked from the queue.

    Returns true if the given event type is blocked from the queue.

    :Parameters:
     - `event_type`: int

    :rtype: int
    '''
    _pygame_display._video_init_check()

    if typelist == None:
        return SDL_EventState(SDL_ALLEVENTS, SDL_QUERY) == SDL_ENABLE
    elif hasattr(typelist, '__len__'):  # XXX undocumented behaviour
        for val in typelist:
            if SDL_EventState(val, SDL_QUERY) == SDL_ENABLE:
                return True
        return False
    else:
        return SDL_EventState(typelist, SDL_QUERY) == SDL_ENABLE
Exemplo n.º 11
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def get(typelist=None):
    '''Get events from the queue.
    _pygame_event.get(): return Eventlist
    _pygame_event.get(type): return Eventlist
    _pygame_event.get(typelist): return Eventlist

    This will get all the messages and remove them from the queue. If a type
    or sequence of types is given only those messages will be removed from the
    queue.

    If you are only taking specific events from the queue, be aware that the
    queue could eventually fill up with the events you are not interested.

    :Parameters:
        `typelist` : int or sequence of int
            Event type or list of event types that can be returned.

    :rtype: list of `Event`
    '''
    _pygame_display._video_init_check()
    
    if typelist is None:
        mask = SDL_ALLEVENTS
    else:
        if hasattr(typelist, '__len__'):
            mask = reduce(lambda a,b: a | SDL_EVENTMASK(b), typelist, 0)
        else:
            mask = int(typelist)

    SDL_PumpEvents()

    events = []
    new_events = SDL_PeepEvents(1, SDL_GETEVENT, mask)
    while new_events:
        events.append(Event(0, sdl_event=new_events[0]))
        new_events = SDL_PeepEvents(1, SDL_GETEVENT, mask)
    return events