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from gi.repository import Gtk
from gi.repository import Gdk
from gi.repository import GObject
import pygame
import pygame.event
class _MockEvent(object):
def __init__(self, keyval):
self.keyval = keyval
class Translator(object):
key_trans = {
'Alt_L': pygame.K_LALT,
'Alt_R': pygame.K_RALT,
'Control_L': pygame.K_LCTRL,
'Control_R': pygame.K_RCTRL,
'Shift_L': pygame.K_LSHIFT,
'Shift_R': pygame.K_RSHIFT,
'Super_L': pygame.K_LSUPER,
'Super_R': pygame.K_RSUPER,
'KP_Page_Up' : pygame.K_KP9,
'KP_Page_Down' : pygame.K_KP3,
'KP_End' : pygame.K_KP1,
'KP_Home' : pygame.K_KP7,
'KP_Up' : pygame.K_KP8,
'KP_Down' : pygame.K_KP2,
'KP_Left' : pygame.K_KP4,
'KP_Right' : pygame.K_KP6,
}
mod_map = {
pygame.K_LALT: pygame.KMOD_LALT,
pygame.K_RALT: pygame.KMOD_RALT,
pygame.K_LCTRL: pygame.KMOD_LCTRL,
pygame.K_RCTRL: pygame.KMOD_RCTRL,
pygame.K_LSHIFT: pygame.KMOD_LSHIFT,
pygame.K_RSHIFT: pygame.KMOD_RSHIFT,
}
def __init__(self, mainwindow, inner_evb):
"""Initialise the Translator with the windows to which to listen"""
self._mainwindow = mainwindow
self._inner_evb = inner_evb
# Enable events
# (add instead of set here because the main window is already realized)
self._mainwindow.add_events(
Gdk.EventMask.KEY_PRESS_MASK | \
Gdk.EventMask.KEY_RELEASE_MASK | \
Gdk.EventMask.VISIBILITY_NOTIFY_MASK
)
self._inner_evb.set_events(
Gdk.EventMask.POINTER_MOTION_MASK | \
Gdk.EventMask.POINTER_MOTION_HINT_MASK | \
Gdk.EventMask.BUTTON_MOTION_MASK | \
Gdk.EventMask.BUTTON_PRESS_MASK | \
Gdk.EventMask.BUTTON_RELEASE_MASK
)
self._mainwindow.set_can_focus(True)
self._inner_evb.set_can_focus(True)
# Callback functions to link the event systems
self._mainwindow.connect('unrealize', self._quit_cb)
self._mainwindow.connect('visibility_notify_event', self._visibility_cb)
self._inner_evb.connect('key_press_event', self._keydown_cb)
self._inner_evb.connect('key_release_event', self._keyup_cb)
self._inner_evb.connect('button_press_event', self._mousedown_cb)
self._inner_evb.connect('button_release_event', self._mouseup_cb)
self._inner_evb.connect('motion-notify-event', self._mousemove_cb)
self._inner_evb.connect('draw', self._draw_cb)
self._inner_evb.connect('configure-event', self._resize_cb)
self._inner_evb.connect('screen-changed', self._screen_changed_cb)
# Internal data
self.__stopped = False
self.__keystate = [0] * 323
self.__button_state = [0,0,0]
self.__mouse_pos = (0,0)
self.__repeat = (None, None)
self.__held = set()
self.__held_time_left = {}
self.__held_last_time = {}
self.__tick_id = None
def hook_pygame(self):
pygame.key.get_pressed = self._get_pressed
pygame.key.set_repeat = self._set_repeat
pygame.mouse.get_pressed = self._get_mouse_pressed
pygame.mouse.get_pos = self._get_mouse_pos
def update_display(self):
pygame.event.post(pygame.event.Event(pygame.VIDEOEXPOSE))
def _draw_cb(self, widget, event):
if pygame.display.get_init():
pygame.event.post(pygame.event.Event(pygame.VIDEOEXPOSE))
return True
def _resize_cb(self, widget, event):
evt = pygame.event.Event(pygame.VIDEORESIZE,
size=(event.width,event.height), width=event.width, height=event.height)
pygame.event.post(evt)
return False # continue processing
def _screen_changed_cb(self, widget, previous_screen):
if pygame.display.get_init():
self.update_display()
def _quit_cb(self, data=None):
self.__stopped = True
pygame.event.post(pygame.event.Event(pygame.QUIT))
def _visibility_cb(self, widget, event):
if pygame.display.get_init():
self.update_display()
return False
def _keydown_cb(self, widget, event):
key = event.keyval
if key in self.__held:
return True
else:
if self.__repeat[0] is not None:
self.__held_last_time[key] = pygame.time.get_ticks()
self.__held_time_left[key] = self.__repeat[0]
self.__held.add(key)
return self._keyevent(widget, event, pygame.KEYDOWN)
def _keyup_cb(self, widget, event):
key = event.keyval
if self.__repeat[0] is not None:
if key in self.__held:
# This is possibly false if set_repeat() is called with a key held
del self.__held_time_left[key]
del self.__held_last_time[key]
self.__held.discard(key)
return self._keyevent(widget, event, pygame.KEYUP)
def _keymods(self):
mod = 0
for key_val, mod_val in self.mod_map.iteritems():
mod |= self.__keystate[key_val] and mod_val
return mod
def _keyevent(self, widget, event, type):
key = Gdk.keyval_name(event.keyval)
if key is None:
# No idea what this key is.
return False
keycode = None
if key in self.key_trans:
keycode = self.key_trans[key]
elif hasattr(pygame, 'K_'+key.upper()):
keycode = getattr(pygame, 'K_'+key.upper())
elif hasattr(pygame, 'K_'+key.lower()):
keycode = getattr(pygame, 'K_'+key.lower())
elif key == 'XF86Start':
# view source request, specially handled...
self._mainwindow.view_source()
else:
print 'Key %s unrecognized' % key
if keycode is not None:
if type == pygame.KEYDOWN:
mod = self._keymods()
self.__keystate[keycode] = type == pygame.KEYDOWN
if type == pygame.KEYUP:
mod = self._keymods()
ukey = unichr(Gdk.keyval_to_unicode(event.keyval))
if ukey == '\000':
ukey = ''
evt = pygame.event.Event(type, key=keycode, unicode=ukey, mod=mod)
self._post(evt)
return True
def _get_pressed(self):
return self.__keystate
def _get_mouse_pressed(self):
return self.__button_state
def _mousedown_cb(self, widget, event):
self.__button_state[event.button-1] = 1
return self._mouseevent(widget, event, pygame.MOUSEBUTTONDOWN)
def _mouseup_cb(self, widget, event):
self.__button_state[event.button-1] = 0
return self._mouseevent(widget, event, pygame.MOUSEBUTTONUP)
def _mouseevent(self, widget, event, type):
evt = pygame.event.Event(type, button=event.button, pos=(event.x, event.y))
self._post(evt)
return True
def _mousemove_cb(self, widget, event):
# From http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/
# if this is a hint, then let's get all the necessary
# information, if not it's all we need.
if event.is_hint:
win, x, y, state = event.window.get_device_position(event.device)
else:
x = event.x
y = event.y
state = event.get_state()
rel = (x - self.__mouse_pos[0], y - self.__mouse_pos[1])
self.__mouse_pos = (x, y)
self.__button_state = [
state & Gdk.ModifierType.BUTTON1_MASK and 1 or 0,
state & Gdk.ModifierType.BUTTON2_MASK and 1 or 0,
state & Gdk.ModifierType.BUTTON3_MASK and 1 or 0,
]
evt = pygame.event.Event(pygame.MOUSEMOTION,
pos=self.__mouse_pos, rel=rel, buttons=self.__button_state)
self._post(evt)
return True
def _tick_cb(self):
cur_time = pygame.time.get_ticks()
for key in self.__held:
delta = cur_time - self.__held_last_time[key]
self.__held_last_time[key] = cur_time
self.__held_time_left[key] -= delta
if self.__held_time_left[key] <= 0:
self.__held_time_left[key] = self.__repeat[1]
self._keyevent(None, _MockEvent(key), pygame.KEYDOWN)
return True
def _set_repeat(self, delay=None, interval=None):
if delay is not None and self.__repeat[0] is None:
self.__tick_id = GObject.timeout_add(10, self._tick_cb)
elif delay is None and self.__repeat[0] is not None:
GObject.source_remove(self.__tick_id)
self.__repeat = (delay, interval)
def _get_mouse_pos(self):
return self.__mouse_pos
def _post(self, evt):
try:
pygame.event.post(evt)
except pygame.error, e:
if str(e) == 'Event queue full':
print "Event queue full!"
pass
else:
raise e
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