Exemplo n.º 1
0
 def lost(self):
     self.game_over = True
     self.lives = "      NO LIVES"
     if android:
         self.text_messages.append(
             widgets.TextMessage(
                 self.screen_getter(),
                 "           Play again? Y/n",
                 Vector(self.screen_getter().get_width() / 2,
                        self.screen_getter().get_height() / 2 - 120),
                 duration=9999999,
                 size=32,
                 initialdelay=9999990))
         android.show_keyboard()
     else:
         self.text_messages.append(
             widgets.TextMessage(self.screen_getter(),
                                 "           Play again? Y/n",
                                 Vector(
                                     self.screen_getter().get_width() / 2,
                                     self.screen_getter().get_height() / 2),
                                 duration=9999999,
                                 size=32,
                                 initialdelay=9999990))
     self.add_to_highscore()
Exemplo n.º 2
0
 def mainLoop(self, screen):
     while True:
         for event in pygame.event.get():
             if event.type == pygame.MOUSEBUTTONDOWN:
                 (mX, mY) = pygame.mouse.get_pos()
                 for s in self.sliders:
                     if s.getXLoc()* const.scaleFactor <= mX < (s.getXLoc() + 24) * const.scaleFactor and (s.getYLoc()+(s.getValue()*10)) * const.scaleFactor <= mY < (s.getYLoc()+(s.getValue()*10) + 24 )* const.scaleFactor:
                         self.slide(s, screen)
                 # done
                 if int(floor(33*const.scaleFactor)) <= mX < int(ceil(82*const.scaleFactor)) and int(floor(237*const.scaleFactor)) <= mY < int(ceil(266*const.scaleFactor)):
                     self.displayField, r = load_image.load_image(os.path.join('MENU', "createBox2.png") )
                     self.updateDisplay(screen, 'name')
                     if android:
                         android.show_keyboard()
                     self.name = self.getInput(screen, '')
                     return self.getBall()
             elif event.type == pygame.QUIT:
                 os.sys.exit()
             elif event.type == pygame.KEYDOWN:
                 if event.key == pygame.K_RETURN:
                     self.displayField, r = load_image.load_image(os.path.join('MENU', "createBox2.png"))
                     self.updateDisplay(screen, 'name')
                     if android:
                         android.show_keyboard()
                     self.name = self.getInput(screen, '')
                     return self.getBall()
                 elif event.key == pygame.K_ESCAPE:
                     os.sys.exit()
         self.updateDisplay(screen, 'stats')
     while (pygame.event.wait().type != pygame.KEYDOWN):
         pass
 def user_answer(self, block, trial):
     reverse = block.get_factor('reverse')
     correct_answer = trial.get_factor('sequence')
     seq_length = trial.get_factor('sequence_length')
     input_method = self.exp.config.get('ANDROID', 'input_method')
     if android and input_method == 'keyboard':
         android.show_keyboard()
     self.exp.keyboard.clear()
     if not android or input_method == 'keyboard' or input_method == 'none':
         user_input = io.TextInput(_('remember_sequence_reverse') if
                                     reverse else _('remember_sequence'),
                                     length=seq_length,
                                     position=self.input_offset,
                                     user_text_size=self.input_text_size
                                 ).get().strip()
         android.hide_keyboard() if android else None
     else:
         pass
     answer = user_input[::-1] if reverse else user_input
     format = {'sequence': correct_answer,
               'sequence_length': seq_length,
               'sequence_reverse': correct_answer[::-1]}
     if answer.strip() == correct_answer:
         self.exp._show_message('', 'correct_trial', format=format)
     else:
         self.exp._show_message('', 'incorrect_trial_reverse' if reverse else 'incorrect_trial', format=format)
     return(answer == correct_answer, user_input)
Exemplo n.º 4
0
 def request_keyboard(
         self, callback, target, input_type='text', keyboard_suggestions=True
 ):
     keyboard = super(WindowPygame, self).request_keyboard(
         callback, target, input_type, keyboard_suggestions)
     if android and not self.allow_vkeyboard:
         android.show_keyboard(target, input_type)
     return keyboard
Exemplo n.º 5
0
def toggle_keyboard():
    """ Togle soft keyboard visibility. """
    global keyboard_visible
    if keyboard_visible:
        android.hide_keyboard()
    else:
        android.show_keyboard()
    keyboard_visible = not keyboard_visible
Exemplo n.º 6
0
def toggle_keyboard():
    """ Togle soft keyboard visibility. """
    global keyboard_visible
    if keyboard_visible:
        android.hide_keyboard()
    else:
        android.show_keyboard()
    keyboard_visible = not keyboard_visible
Exemplo n.º 7
0
    def show_virtual_keyboard(self, visible=True):

        if android == None:
            return
        self.persistent_virtual_keyboard = visible
        if visible:
            android.show_keyboard()
        else:
            android.hide_keyboard()
Exemplo n.º 8
0
	def show_virtual_keyboard(self, visible=True):

		if android == None:
			return
		self.persistent_virtual_keyboard = visible
		if visible:
			android.show_keyboard()
		else:
			android.hide_keyboard()
Exemplo n.º 9
0
 def lost(self):
     self.game_over = True
     self.lives = "DEAD"
     if android:
         self.text_messages.append(widgets.TextMessage(self.screen, "You died. Play again? Y/n", Vector(self.screen.get_width() / 2, self.screen.get_height() / 2 - 120), duration=9999999, size=32, initialdelay=9999990))
         android.show_keyboard()
     else:
         self.text_messages.append(widgets.TextMessage(self.screen, "You died. Play again? Y/n", Vector(self.screen.get_width() / 2, self.screen.get_height() / 2), duration=9999999, size=32, initialdelay=9999990))
     self.add_to_highscore()
Exemplo n.º 10
0
 def sf(self,v):
     self._focused = v
     if android:
         if isinstance(v,editbox):
             if not self._keyboard:
                 self._keyboard = True
                 android.show_keyboard()
         else:
             if self._keyboard:
                 self._keyboard = False
                 android.hide_keyboard()
Exemplo n.º 11
0
	def show_virtual_keyboard(self, visible=True):

		"""See openexp._keyboard.legacy"""

		if android == None:
			return
		self.persistent_virtual_keyboard = visible
		if visible:
			android.show_keyboard()
		else:
			android.hide_keyboard()
Exemplo n.º 12
0
 def level_complete(self):
     self.waiting_for_level = True
     self.collect_all_score()
     if self.level < self.available_levels:
         pygame.time.set_timer(self.WAIT_NEW_LEVEL, 1800)
         self.text_messages.append(widgets.TextMessage(self.screen, "Level Complete!", Vector(self.screen.get_width() / 2, self.screen.get_height() / 2), duration=1800, size=32, initialdelay=800))
     else:
         if android:
             self.text_messages.append(widgets.TextMessage(self.screen, "Congratulations! You beat all " + str(self.available_levels) + " levels. Play again? Y/n", Vector(self.screen.get_width() / 2, self.screen.get_height() / 2 - 120), duration=9999999, size=24, initialdelay=9999990))
             android.show_keyboard()
         else:
             self.text_messages.append(widgets.TextMessage(self.screen, "Congratulations! You beat all " + str(self.available_levels) + " levels. Play again? Y/n", Vector(self.screen.get_width() / 2, self.screen.get_height() / 2), duration=9999999, size=24, initialdelay=9999990))
         self.add_to_highscore()
         self.game_over = True
Exemplo n.º 13
0
    def get_key(self, keylist=None, timeout=None):

        if not self.persistent_virtual_keyboard and android != None:
            android.show_keyboard()
        start_time = pygame.time.get_ticks()
        time = start_time
        if keylist == None:
            keylist = self._keylist
        if timeout == None:
            timeout = self.timeout
        while True:
            time = pygame.time.get_ticks()
            for event in pygame.event.get():
                if event.type != pygame.KEYDOWN:
                    continue
                if event.key == pygame.K_ESCAPE:
                    raise osexception("The escape key was pressed.")
                # TODO The unicode mechanism that ensures compatibility between
                # keyboard layouts doesn't work for Android, so we use key
                # names. I'm not sure what effect this will have on non-QWERTY
                # virtual keyboards.
                if android != None:
                    key = pygame.key.name(event.key)
                    if len(key) == 1 and (event.mod & pygame.KMOD_LSHIFT or \
                     event.mod & pygame.KMOD_RSHIFT):
                        key = key.upper()
                else:
                    # If we're not on Android, simply use the same logic as the
                    # legacy back-end.
                    if event.unicode in invalid_unicode:
                        key = self.key_name(event.key)
                    else:
                        key = event.unicode
                if keylist == None or key in keylist:
                    if not self.persistent_virtual_keyboard and android != None:
                        android.hide_keyboard()
                    return key, time
            if timeout != None and time - start_time >= timeout:
                break
            # Allow Android interrupt
            if android != None and android.check_pause():
                android.wait_for_resume()
        if not self.persistent_virtual_keyboard and android != None:
            android.hide_keyboard()
        return None, time
Exemplo n.º 14
0
	def get_key(self, keylist=None, timeout=None):

		"""See openexp._keyboard.legacy"""
		
		if not self.persistent_virtual_keyboard and android != None:
			android.show_keyboard()		
		start_time = pygame.time.get_ticks()
		time = start_time		
		if keylist == None:
			keylist = self._keylist
		if timeout == None:
			timeout = self.timeout
		while True:
			time = pygame.time.get_ticks()
			for event in pygame.event.get():
				if event.type != pygame.KEYDOWN:
					continue
				if event.key == pygame.K_ESCAPE:
					raise osexception("The escape key was pressed.")
				# TODO The unicode mechanism that ensures compatibility between
				# keyboard layouts doesn't work for Android, so we use key
				# names. I'm not sure what effect this will have on non-QWERTY
				# virtual keyboards.
				if android != None:
					key = pygame.key.name(event.key)
				else:
					# If we're not on Android, simply use the same logic as the
					# legacy back-end.
					if event.unicode in invalid_unicode or \
						event.unicode not in printable:
						key = self.key_name(event.key)
					else:
						key = event.unicode
				if keylist == None or key in keylist:
					if not self.persistent_virtual_keyboard and android != None:
						android.hide_keyboard()
					return key, time				
			if timeout != None and time-start_time >= timeout:
				break
			# Allow Android interrupt
			if android != None and android.check_pause():
				android.wait_for_resume()
		if not self.persistent_virtual_keyboard and android != None:
			android.hide_keyboard()				
		return None, time
Exemplo n.º 15
0
def get_keyboard_top():
    from kivy import platform
    global _keyboard_top_absolute
    if _keyboard_top_absolute > 0:
        return _keyboard_top_absolute

    if platform == 'android':
        import android
        #from kivy.clock import Clock
        from kivy.logger import Logger
        from time import sleep

        class Target:
            password = False
            keyboard_suggestions = True

        target = Target()
        android.show_keyboard(target, 'text')
        for i in range(50):
            keyboard_top = android.get_keyboard_height()
            Logger.info('Theme: android get_keyboard_height return %s' %
                        keyboard_top)
            try:
                _keyboard_top_absolute = int(keyboard_top)
            except Exception:
                pass
            if _keyboard_top_absolute > 0:
                break
            sleep(0.025)
    elif platform == 'ios':
        from kivy.core.window import Window
        if hasattr(Window, 'keyboard_height') and (Window.keyboard_height > 0):
            _keyboard_top_absolute = Window.keyboard_height
            print 'HAS KEYB HEIGHT %s' % _keyboard_top_absolute
        else:
            #from kivy.metrics import Metrics
            _keyboard_top_absolute = int(Window.height *
                                         0.3805)  #288.0*Metrics.density
            print 'DEF KEYB HEIGHT %s' % _keyboard_top_absolute
    else:
        _keyboard_top_absolute = _scale_to_theme_dpi(300)

    return _keyboard_top_absolute
Exemplo n.º 16
0
	def get_key(self):

		if not self.persistent_virtual_keyboard and android is not None:
			android.show_keyboard()
		start_time = pygame.time.get_ticks()
		time = start_time
		keylist = self.keylist
		timeout = self.timeout
		while True:
			time = pygame.time.get_ticks()
			for event in pygame.event.get():
				if event.type != pygame.KEYDOWN:
					continue
				if event.key == pygame.K_ESCAPE:
					self.experiment.pause()
				# TODO The unicode mechanism that ensures compatibility between
				# keyboard layouts doesn't work for Android, so we use key
				# names. I'm not sure what effect this will have on non-QWERTY
				# virtual keyboards.
				if android is not None:
					key = pygame.key.name(event.key)
					if len(key) == 1 and (event.mod & pygame.KMOD_LSHIFT or \
						event.mod & pygame.KMOD_RSHIFT):
						key = key.upper()
				else:
					# If we're not on Android, simply use the same logic as the
					# legacy back-end.
					if event.unicode in invalid_unicode:
						key = self.key_name(event.key)
					else:
						key = event.unicode
				if keylist is None or key in keylist:
					if not self.persistent_virtual_keyboard and android is not None:
						android.hide_keyboard()
					return key, time
			if timeout is not None and time-start_time >= timeout:
				break
			# Allow Android interrupt
			if android is not None and android.check_pause():
				android.wait_for_resume()
		if not self.persistent_virtual_keyboard and android is not None:
			android.hide_keyboard()
		return None, time
Exemplo n.º 17
0
 def level_complete(self):
     self.waiting_for_level = True
     self.collect_all_score()
     if self.level < self.available_levels:
         pygame.time.set_timer(self.WAIT_NEW_LEVEL, 1800)
         self.text_messages.append(
             widgets.TextMessage(self.screen_getter(),
                                 "Level Complete!",
                                 Vector(
                                     self.screen_getter().get_width() / 2,
                                     self.screen_getter().get_height() / 2),
                                 duration=1800,
                                 size=32,
                                 initialdelay=800))
     else:
         if android:
             self.text_messages.append(
                 widgets.TextMessage(
                     self.screen_getter(),
                     "Congratulations! You beat all " +
                     str(self.available_levels) +
                     " levels. Play again? Y/n",
                     Vector(self.screen_getter().get_width() / 2,
                            self.screen_getter().get_height() / 2 - 120),
                     duration=9999999,
                     size=24,
                     initialdelay=9999990))
             android.show_keyboard()
         else:
             self.text_messages.append(
                 widgets.TextMessage(
                     self.screen_getter(),
                     "Congratulations! You beat all " +
                     str(self.available_levels) +
                     " levels. Play again? Y/n",
                     Vector(self.screen_getter().get_width() / 2,
                            self.screen_getter().get_height() / 2),
                     duration=9999999,
                     size=24,
                     initialdelay=9999990))
         self.add_to_highscore()
         self.game_over = True
Exemplo n.º 18
0
def get_keyboard_top():
    from kivy import platform
    global _keyboard_top_absolute
    if _keyboard_top_absolute > 0:
        return _keyboard_top_absolute

    if platform == 'android':
        import android
        #from kivy.clock import Clock
        from kivy.logger import Logger
        from time import sleep

        class Target:
            password = False
            keyboard_suggestions = True
        target = Target()
        android.show_keyboard(target, 'text')
        for i in range(50):
            keyboard_top = android.get_keyboard_height()
            Logger.info('Theme: android get_keyboard_height return %s' % keyboard_top)
            try:
                _keyboard_top_absolute = int(keyboard_top)
            except Exception:
                pass
            if _keyboard_top_absolute > 0:
                break
            sleep(0.025)
    elif platform == 'ios':
        from kivy.core.window import Window
        if hasattr(Window, 'keyboard_height') and (Window.keyboard_height > 0):
            _keyboard_top_absolute =  Window.keyboard_height
            print 'HAS KEYB HEIGHT %s' % _keyboard_top_absolute
        else:
            #from kivy.metrics import Metrics
            _keyboard_top_absolute = int(Window.height*0.3805) #288.0*Metrics.density
            print 'DEF KEYB HEIGHT %s' % _keyboard_top_absolute
    else:
        _keyboard_top_absolute = _scale_to_theme_dpi(300)


    return _keyboard_top_absolute
Exemplo n.º 19
0
Arquivo: main.py Projeto: nithramus/42
def demandeUtilisateur(screen, question, answer=None):
    "ask(screen, question) -> answer"
    if android:
        android.init()
        android.show_keyboard()

    entryAnswer = False
    pygame.font.init()

    current_string = []

    if not answer == None:
        for i in answer:
            current_string.append(i)

    question = question + " : "
    afficherDialog(screen, question + string.join(current_string, ""))
    while entryAnswer == False:

        event = pygame.event.wait()

        if event.type == pygame.KEYDOWN:

            inkey = event.key

            if inkey == pygame.K_BACKSPACE:
                current_string = current_string[0:-1]
            elif inkey == pygame.K_RETURN:
                entryAnswer = True
            elif inkey == pygame.K_MINUS:
                current_string.append("_")
            elif inkey <= 127:
                current_string.append(chr(inkey))

            afficherDialog(screen,
                           question + " " + string.join(current_string, ""))

    if android:
        android.hide_keyboard()

    return string.join(current_string, "")
Exemplo n.º 20
0
 def mainLoop(self, screen):
     while True:
         for event in pygame.event.get():
             if event.type == pygame.MOUSEBUTTONDOWN:
                 (mX, mY) = pygame.mouse.get_pos()
                 for s in self.sliders:
                     if s.getXLoc() * const.scaleFactor <= mX < (s.getXLoc(
                     ) + 24) * const.scaleFactor and (
                             s.getYLoc() +
                         (s.getValue() * 10)) * const.scaleFactor <= mY < (
                             s.getYLoc() +
                             (s.getValue() * 10) + 24) * const.scaleFactor:
                         self.slide(s, screen)
                 # done
                 if int(floor(33 * const.scaleFactor)) <= mX < int(
                         ceil(82 * const.scaleFactor)) and int(
                             floor(237 * const.scaleFactor)) <= mY < int(
                                 ceil(266 * const.scaleFactor)):
                     self.displayField, r = load_image.load_image(
                         os.path.join('MENU', "createBox2.png"))
                     self.updateDisplay(screen, 'name')
                     if android:
                         android.show_keyboard()
                     self.name = self.getInput(screen, '')
                     return self.getBall()
             elif event.type == pygame.QUIT:
                 os.sys.exit()
             elif event.type == pygame.KEYDOWN:
                 if event.key == pygame.K_RETURN:
                     self.displayField, r = load_image.load_image(
                         os.path.join('MENU', "createBox2.png"))
                     self.updateDisplay(screen, 'name')
                     if android:
                         android.show_keyboard()
                     self.name = self.getInput(screen, '')
                     return self.getBall()
                 elif event.key == pygame.K_ESCAPE:
                     os.sys.exit()
         self.updateDisplay(screen, 'stats')
     while (pygame.event.wait().type != pygame.KEYDOWN):
         pass
Exemplo n.º 21
0
	def get_key(self, keylist=None, timeout=None):

		"""See openexp._keyboard.legacy"""
		
		if android != None:
			android.show_keyboard()		
		start_time = pygame.time.get_ticks()
		time = start_time		
		if keylist == None:
			keylist = self._keylist
		if timeout == None:
			timeout = self.timeout
		while True:
			time = pygame.time.get_ticks()
			for event in pygame.event.get():
				if event.type != pygame.KEYDOWN:
					continue
				if event.key == pygame.K_ESCAPE:
					raise openexp.exceptions.response_error( \
						"The escape key was pressed.")
				# TODO The unicode mechanism that ensures compatibility between
				# keyboard layouts doesn't work for Android, so we use key
				# names. I'm not sure what effect this will have on non-QWERTY
				# virtual keyboards.
				key = pygame.key.name(event.key)
				if keylist == None or key in keylist:
					if android != None:
						android.hide_keyboard()
					return key, time				
			if timeout != None and time-start_time >= timeout:
				break
			# Allow Android interrupt
			if android != None and android.check_pause():
				android.wait_for_resume()
		if android != None:
			android.hide_keyboard()				
		return None, time
Exemplo n.º 22
0
 def request_keyboard(self, callback, target, input_type='text'):
     keyboard = super(WindowPygame, self).request_keyboard(
         callback, target, input_type)
     if android and not self.allow_vkeyboard:
         android.show_keyboard(target, input_type)
     return keyboard
Exemplo n.º 23
0
def question_screen(screen, color, text_color, texto, max_length):
    # printamos pantalla
    fondo = Window("", "", WHITE, "DroidSans-Bold.ttf", 1, "sound0.wav", 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, color, WHITE, WHITE, WHITE)
    fondo.plot(screen)
    fuente = load_text_font("DroidSans-Bold.ttf", FNT_DIR, 26)
    size = fuente.size(texto)
    mensaje = fuente.render(texto, 1, text_color)
    screen.blit(mensaje, ((SCREEN_WIDTH / 2) - (size[0] / 2), (SCREEN_HEIGHT / 2) - ((size[1] / 2) * 3) ))
    # Inicializamos variables
    y = (SCREEN_HEIGHT / 2) + (size[1])
    x = (SCREEN_WIDTH / 2) - (size[1] * (max_length-1) / 2)
    contador = 0
    text = [0, 0, 0, 0]
    salir = True
    pygame.gfxdraw.rectangle(screen, (x - 5, y - 5, size[1] * (max_length - 1), 10 + size[1]), WHITE)
    pygame.display.flip() # Printamos 
    if android: android.show_keyboard()
    while salir: 
        for event in pygame.event.get():
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_0:
                    if contador < max_length:
                        text[contador] = 0
                        contador = contador + 1
                elif event.key == pygame.K_1:
                    if contador < max_length:
                        text[contador] = 1
                        contador = contador + 1                    
                elif event.key == pygame.K_2:
                    if contador < max_length:
                        text[contador] = 2
                        contador = contador + 1                    
                elif event.key == pygame.K_3:
                    if contador < max_length:
                        text[contador] = 3
                        contador = contador + 1                    
                elif event.key == pygame.K_4:
                    if contador < max_length:
                        text[contador] = 4
                        contador = contador + 1                    
                elif event.key == pygame.K_5:
                    if contador < max_length:
                        text[contador] = 5
                        contador = contador + 1                    
                elif event.key == pygame.K_6:
                    if contador < max_length:
                        text[contador] = 6
                        contador = contador + 1                    
                elif event.key == pygame.K_7:                    
                    if contador < max_length:
                        text[contador] = 7
                        contador = contador + 1                    
                elif event.key == pygame.K_8:
                    if contador < max_length:
                        text[contador] = 8
                        contador = contador + 1                    
                elif event.key == pygame.K_9:
                    if contador < max_length:
                        text[contador] = 9
                        contador = contador + 1
                elif event.key == pygame.K_BACKSPACE:
                    if contador > 0:
                        contador = contador - 1
                elif event.key == pygame.K_RETURN:
                    salir = False
                pygame.gfxdraw.box(screen, (x, y, size[0] * 0.6, size[1]), color)
                if (contador == 1): mensaje_text = fuente.render("{0}".format(text[0]), 1, WHITE)
                if (contador == 2): mensaje_text = fuente.render("{0} {1}".format(text[0], text[1]), 1, WHITE)
                if (contador == 3): mensaje_text = fuente.render("{0} {1} {2}".format(text[0], text[1], text[2]), 1, WHITE)
                if (contador == 4): mensaje_text = fuente.render("{0} {1} {2} {3}".format(text[0], text[1], text[2], text[3]), 1, WHITE)
                if (contador > 0): screen.blit(mensaje_text, (x, y))
                pygame.display.flip() # Printamos
                
    if android: android.hide_keyboard()
    return text
Exemplo n.º 24
0
 def request_keyboard(self, *largs):
     keyboard = super(WindowPygame, self).request_keyboard(*largs)
     if android and not self.allow_vkeyboard:
         android.show_keyboard()
     return keyboard
Exemplo n.º 25
0
 def keyboardShow(self):
     # Zobraz klávesnici na Androidu
     if self.root.onAndroid():
         android.show_keyboard()
Exemplo n.º 26
0
 def request_keyboard(self, *largs):
     keyboard = super(WindowPygame, self).request_keyboard(*largs)
     if android and not self.allow_vkeyboard:
         android.show_keyboard()
     return keyboard
Exemplo n.º 27
0
 def get_player(self):
     name = ""
     ai = False
     invert = False
     shift = False
     while True:
         pygame.display.update()
         for event in pygame.event.get():
             if event.type == pygame.KEYUP:
                 shift = False
             elif event.type == pygame.KEYDOWN:
                 if event.key == pygame.K_ESCAPE:
                     sys.exit()
                 elif event.key == pygame.K_RETURN:
                     self.add_player_to_list(name,ai,invert)
                     name = ""
                     pygame.display.update(self.name_box)
                 elif event.key == pygame.K_LSHIFT or event.key == pygame.K_RSHIFT:
                     shift = True
                 elif event.key == pygame.K_DELETE or event.key == pygame.K_BACKSPACE:
                     name = name[:-1]
                     self.name.surface = fonts.h1.render(name,1,(0,0,0),(255,255,255))
                     pygame.draw.rect(self.screen,(255,255,255),self.name_box)
                     self.screen.blit(self.name.surface,self.name.rect)
                     pygame.display.update(self.name_box)
                 elif event.key in [32]+range(48,58)+range(97,123):
                     if len(name)<=16:
                         if shift and event.key in range(97,123):
                             name += chr(event.key).capitalize()
                         else:
                             name += chr(event.key)
                         self.name.surface = fonts.h1.render(name,1,(0,0,0),(255,255,255))
                         self.screen.blit(self.name.surface,self.name_box,(0,0,self.name_box.width,self.name_box.height))
                         pygame.display.update(self.name_box)
                 else:
                     print event.key
             elif event.type == pygame.MOUSEBUTTONUP:
                 if self.add_player.rect.collidepoint(event.pos):
                     self.add_player_to_list(name,ai,invert)
                     name = ""
                 elif self.del_player.rect.collidepoint(event.pos):
                     if len(self.players):
                         self.players.pop()
                         self.draw_player_list()
                 elif self.done.rect.collidepoint(event.pos):
                     if android:
                         android.hide_keyboard()
                     return self.players
                 elif self.ai_off.rect.collidepoint(event.pos):
                     ai = not ai
                     if ai:
                         self.screen.blit(self.ai_on.surface,self.ai_on.rect)
                     else:
                         self.screen.blit(self.ai_off.surface,self.ai_off.rect)
                     pygame.display.update(self.ai_off.rect)
                 elif self.invert_off.rect.collidepoint(event.pos):
                     invert = not invert
                     if invert:
                         self.screen.blit(self.invert_on.surface,self.invert_on.rect)
                     else:
                         self.screen.blit(self.invert_off.surface,self.invert_off.rect)
                     pygame.display.update(self.invert_off.rect)
                 elif self.name_box.collidepoint(event.pos):
                     if android:
                         android.show_keyboard()
                 else:
                     if android:
                         android.hide_keyboard()
Exemplo n.º 28
0
 def keyboardShow(self):
     # Zobraz klávesnici na Androidu
     if self.root.onAndroid():
         android.show_keyboard()
Exemplo n.º 29
0
def textfield(rect, font, settings, onlynums=False, loadtext=True):
	
	"""Starts interaction with a text field, handling keyboard input and
	updating part of the display on that input; returns when Enter is pressed
	
	arguments
	
	rect		-	a (x,y,w,h) tuple indicating where the textfield is
	font		-	a pygame.font.Font instance
	fgc		-	a (r,g,b) tuple indicating the text colour
	bgc		-	a (r,g,b) tuple indicating the background colour of the
				textfield
	settings	-	the app settings dict
	
	keyword arguments
	
	onlynums	-	Boolean indicating whether only numerical values should be
				allowed
	loadtext	-	Boolean indicating if the current text should be loaded
				(assuming the function is called via the currently active
				button!); alternatively all text is deleted when this
				function is called
	
	returns
	
	input	-	string of what was typed in
	"""
	
	# get the display surface
	disp = pygame.display.get_surface()
	
	# clip the display surface, to prevent text from spilling over
	disp.set_clip(rect)
	
	# rect centre
	textcentre = (rect[0]+rect[2]/2, rect[1]+rect[3]/2)

	# allowed characters
	if onlynums:
		allowed = u'0123456789'
	else:
		allowed = keymodsdict.keys()

	# load the current text
	if loadtext:
		text = settings[u'guibuttons'][settings[u'currentscreen']][settings[u'currentbutton']][u'text']
	else:
		text = u""
	
	# if this is Android, show the keyboard
	if settings[u'android']:
		android.show_keyboard()

	# run until Enter is pressed
	enter = False
	while not enter:
		# check if there is any event
		for event in pygame.event.get():
			# check if the event is a keypress
			if event.type == pygame.KEYDOWN:
				# convert the keyname into something readable
				key = pygame.key.name(event.key)
				# check if the key is Enter
				if key == u'return':
					enter = True
				# remove the last index of the text if the key was backspace
				elif key == u'backspace' and len(text) > 0:
					text = text[:-1]
				# add the input to the text if the key was an allowed key
				elif key in allowed:
					# check if the Shift key is pressed (not when using nums)
					if (event.mod & pygame.KMOD_SHIFT) and not onlynums:
						# change key value accordingly
						key = keymodsdict[key]
					# append key to the text
					text += key
			# render the text
			textsurf = font.render(text, False, settings[u'fgc'])
			# text position
			textpos = (int(textcentre[0] - textsurf.get_width()/2), int(textcentre[1]-textsurf.get_height()/2))
			# reset text
			if enter:
				colour = settings[u'tfbgc']
			else:
				colour = settings[u'tfhbgc']
			disp.fill(colour, rect)
			# blit text to display
			disp.blit(textsurf, textpos)
			pygame.display.flip()
		# allow an Android interrupt
		if settings[u'android']:
			if android.check_pause():
				android.wait_for_resume()	

	# hide keyboard on Android
	if settings[u'android']:
		android.hide_keyboard()
	
	# unclip display
	disp.set_clip(None)
	
	return text
Exemplo n.º 30
0
    def wait(self, keys=None, duration=None, wait_for_keyup=False,
             check_for_control_keys=True):
        """Wait for keypress(es) (optionally for a certain amount of time).

        This function will wait for a keypress and returns the found key as
        well as the reaction time.
        (This function clears the event queue!)

        Parameters
        ----------
        keys : int or list, optional
            a specific key or list of keys to wait for
        duration : int, optional
            maximal time to wait in ms
        wait_for_keyup : bool, optional
            if True it waits for key-up
        check_for_control_keys : bool, optional
            checks if control key has been pressed (default=True)

        """

        if android is not None:
            android.show_keyboard()
        start = Clock._cpu_time()
        rt = None
        found_key = None
        self.clear()
        if keys is None:
            keys = self.default_keys
        if keys is not None and type(keys) is not list:
            keys = [keys]
        if wait_for_keyup:
            target_event = pygame.KEYUP
        else:
            target_event = pygame.KEYDOWN
        pygame.event.pump()
        done = False
        while not done:
            expyriment._active_exp._execute_wait_callback()
            for event in pygame.event.get():
                if check_for_control_keys and Keyboard.process_control_keys(event):
                    done = True
                elif event.type == target_event:
                    if keys is not None:
                        if event.key in keys:
                            rt = int((Clock._cpu_time() - start) * 1000)
                            found_key = event.key
                            done = True
                    else:
                        rt = int((Clock._cpu_time() - start) * 1000)
                        found_key = event.key
                        done = True
            if duration and not done:
                done = int((Clock._cpu_time() - start) * 1000) >= duration
            time.sleep(0.0005)
        if self._logging:
            expyriment._active_exp._event_file_log("Keyboard,received,{0},wait"\
                                              .format(found_key))
        if android is not None:
            android.hide_keyboard()
        return found_key, rt