stupidpythonprojects/arcadegame/eventhandler.py

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2016-09-12 15:19:48 +02:00
import pygame
from pygame.locals import *
from sys import exit
if __name__ == '__main__':
pygame.init()
#modul, welches Werkzeuge enthaelt, die zur eventbearbeitung dienen.
KEY_INACTIVE = 0
KEY_PRESSED = 1
KEY_HOLD = 2
KEY_RELEASED = 3
class EventHandler(object):
def __init__(self):
self.eventlist = []
def update(self):
self.eventlist = pygame.event.get()
def getEventList(self):
return self.eventlist
class KeyHandler(object):
def __init__(self):
self.keyDict = {}
def registerKey(self,keycode):
self.keyDict[keycode] = KEY_INACTIVE
def getKeyState(self,keycode):
code = self.keyDict[keycode]
if code == KEY_PRESSED:
self.keyDict[keycode] = KEY_HOLD
elif code == KEY_RELEASED:
self.keyDict[keycode] = KEY_INACTIVE
return code
def update(self, e_handler):
eventlist = e_handler.getEventList()
#TODO: hier ist noch optimierungsbedarf, was die Geschwindigkeit angeht...
for event in eventlist:
#I love verschachtelte if's ;)
if event.type == KEYUP or event.type == KEYDOWN:
if self.keyDict.has_key(event.key):
if self.keyDict[event.key] == KEY_INACTIVE:
if event.type == KEYDOWN:
self.keyDict[event.key] = KEY_PRESSED
elif self.keyDict[event.key] == KEY_HOLD:
if event.type == KEYUP:
self.keyDict[event.key] = KEY_RELEASED
#klasse eig unnoetig, da pygame diese viel bequemer selber bereitstellt...
class MouseHandler(object):
def __init__(self):
self.mouseX = 0;
self.mouseY = 0;
self.LeftButton = KEY_INACTIVE
self.MiddleButton = KEY_INACTIVE
self.RightButton = KEY_INACTIVE
self.isMouseMoved = False
def update(self, e_handler):
elist = e_handler.getEventList()
for event in elist:
if event.type == MOUSEMOTION:
self.mouseX, self.mouseY = event.pos
self.isMouseMoved = True
elif event.type == MOUSEBUTTONDOWN:
if event.button == 1:
if self.LeftButton == KEY_INACTIVE:
self.LeftButton = KEY_PRESSED
elif event.button == 2:
if self.MiddleButton == KEY_INACTIVE:
self.MiddleButton = KEY_PRESSED
elif event.button == 3:
if self.RightButton == KEY_INACTIVE:
self.RightButton = KEY_PRESSED
elif event.type == MOUSEBUTTONUP:
if event.button == 1:
if self.LeftButton == KEY_HOLD:
self.LeftButton = KEY_RELEASED
elif event.button == 2:
if self.MiddleButton == KEY_HOLD:
self.MiddleButton = KEY_RELEASED
elif event.button == 3:
if self.RightButton == KEY_HOLD:
self.RightButton = KEY_RELEASED
def getLeftButtonState(self):
code = self.LeftButton
if code == KEY_PRESSED:
self.LeftButton = KEY_HOLD
elif code == KEY_RELEASED:
self.LeftButton = KEY_INACTIVE
return code
def getMiddleButtonState(self):
code = self.MiddleButton
if code == KEY_PRESSED:
self.MiddleButton = KEY_HOLD
elif code == KEY_RELEASED:
self.MiddleButton = KEY_INACTIVE
return code
def getRightButtonState(self):
code = self.RightButton
if code == KEY_PRESSED:
self.RightButton = KEY_HOLD
elif code == KEY_RELEASED:
self.RightButton = KEY_INACTIVE
return code
def mouseMoved(self):
if self.isMouseMoved:
self.isMouseMoved = False
return True
return False
def getMouseX(self):
return self.mouseX
def getMouseY(self):
return self.mouseY
def getMousePos(self):
return (self.mouseX, self.mouseY)
if __name__ == '__main__':
font = pygame.font.SysFont("arial", 16);
elist = EventHandler()
test = KeyHandler()
mouse = MouseHandler()
screen = pygame.display.set_mode(( 800, 600),0,32);
test.registerKey(K_UP)
test.registerKey(K_DOWN)
while True:
screen.fill((255, 255, 255))
elist.update();
test.update(elist)
mouse.update(elist)
code = test.getKeyState(K_UP)
code2 = test.getKeyState(K_DOWN)
moved = mouse.mouseMoved()
button = mouse.getLeftButtonState()
pos = mouse.getMousePos()
if code == KEY_RELEASED:
exit();
screen.blit( font.render('KeyUp: '+str(code), True, (0, 0, 0)), (0, 0) )
screen.blit( font.render('KeyDown: '+str(code2), True, (0, 0, 0)), (0, 20) )
screen.blit( font.render('Maus: '+str(moved), True, (0, 0, 0)), (0, 40) )
screen.blit( font.render('Maus: '+str(button), True, (0, 0, 0)), (0, 60) )
screen.blit( font.render('Maus: '+str(pos), True, (0, 0, 0)), (0, 80) )
pygame.display.update()