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authorManuel QuiƱones <manuq@laptop.org>2013-09-30 15:37:00 (GMT)
committer Manuel QuiƱones <manuq@laptop.org>2013-09-30 15:37:00 (GMT)
commitb091432a4cbbfbf8e899145ee9d3dbfe3fce91e1 (patch)
tree14011f3ac48bd19b40d63874636530ca8f2a995b
parentc19c304e34062cb5db6b2d6a533c12bdd0406532 (diff)
Remove trailing spaces
-rw-r--r--README.txt54
-rw-r--r--sugargame/canvas.py12
-rw-r--r--sugargame/event.py46
3 files changed, 56 insertions, 56 deletions
diff --git a/README.txt b/README.txt
index c0ac366..e26f309 100644
--- a/README.txt
+++ b/README.txt
@@ -1,7 +1,7 @@
== Sugargame ==
-Sugargame is a Python package which allows [http://www.pygame.org/ Pygame]
-programs to run well under Sugar.
+Sugargame is a Python package which allows [http://www.pygame.org/ Pygame]
+programs to run well under Sugar.
It is fork of the olcpgames framework, which is no longer maintained.
http://git.sugarlabs.org/projects/sugargame
@@ -14,15 +14,15 @@ What it does:
==== Differences between Sugargame and olpcgames ====
-The olpcgames framework provides a wrapper around Pygame which attempts to
-allow a Pygame program to run mostly unmodified under Sugar. To this end,
-the Pygame program is run in a separate thread with its own Pygame message
-loop while the main thread runs the GTK message loop. Also, olpcgames wraps
+The olpcgames framework provides a wrapper around Pygame which attempts to
+allow a Pygame program to run mostly unmodified under Sugar. To this end,
+the Pygame program is run in a separate thread with its own Pygame message
+loop while the main thread runs the GTK message loop. Also, olpcgames wraps
Sugar APIs such as the journal and mesh into a Pygame-like API.
-Sugargame takes a simpler approach; it provides a way to embed Pygame into a
-GTK widget. The Sugar APIs are used to interact with Sugar, the Pygame APIs
-are used for the game.
+Sugargame takes a simpler approach; it provides a way to embed Pygame into a
+GTK widget. The Sugar APIs are used to interact with Sugar, the Pygame APIs
+are used for the game.
Sugargame advantages:
@@ -41,26 +41,26 @@ See also [[Development Team/Sugargame/Examples]].
==== Wrapping a Pygame program ====
-To use Sugargame to Sugarize a Pygame program, set up an activity directory and
+To use Sugargame to Sugarize a Pygame program, set up an activity directory and
copy the Sugargame package to it.
The activity directory should look something like this:
-
+
activity/ - Activity directory: activity.info, SVG icon, etc.
sugargame/ - Sugargame package
MyActivity.py - Activity class
mygame.py - Pygame code
setup.py - Install script
-To make the Activity class, start with test/TestActivity.py from the Sugargame
-distribution.
+To make the Activity class, start with test/TestActivity.py from the Sugargame
+distribution.
The activity should create a single PygameCanvas widget and call run_pygame on it.
Pass the main loop function of the Pygame program.
self._canvas = sugargame.canvas.PygameCanvas(self)
self.set_canvas(self._canvas)
-
+
# Start the game running.
self._canvas.run_pygame(self.game.run)
@@ -72,14 +72,14 @@ In your Pygame main loop, pump the GTK message loop:
==== Adding Pygame to a PyGTK activity ====
To add Pygame to an existing Sugar activity, create a PygameCanvas widget and call
-run_pygame on it.
+run_pygame on it.
widget = sugargame.canvas.PygameCanvas(self)
vbox.pack_start(widget)
-
+
widget.run_pygame(self.game.run)
-Due to limitations of Pygame and SDL, there can only be one PygameCanvas in the
+Due to limitations of Pygame and SDL, there can only be one PygameCanvas in the
entire activity.
The argument to run_pygame is a function structured like a Pygame program. In the
@@ -88,31 +88,31 @@ main loop, remember to dispatch GTK messages using gtk.main_iteration().
def main_loop():
clock = pygame.time.Clock()
screen = pygame.display.get_surface()
-
+
while self.running:
# Pump GTK messages.
while gtk.events_pending():
gtk.main_iteration()
-
+
# Pump PyGame messages.
for event in pygame.event.get():
if event.type == pygame.QUIT:
return
elif event.type == pygame.VIDEORESIZE:
pygame.display.set_mode(event.size, pygame.RESIZABLE)
-
+
# Check the mouse position
x, y = pygame.mouse.get_pos()
-
+
# Clear Display
screen.fill((255,255,255)) #255 for white
-
+
# Draw stuff here
.................
-
+
# Flip Display
- pygame.display.flip()
-
+ pygame.display.flip()
+
# Try to stay at 30 FPS
self.clock.tick(30)
@@ -122,9 +122,9 @@ For help with Sugargame, please email the Sugar Labs development list:
: sugar-devel@lists.sugarlabs.org
-Sugargame is developed by Wade Brainerd <wadetb@gmail.com>.
+Sugargame is developed by Wade Brainerd <wadetb@gmail.com>.
-It is loosely based on the source code to the olpcgames framework, developed by
+It is loosely based on the source code to the olpcgames framework, developed by
the One Laptop Per Child project.
=== Changelog ===
diff --git a/sugargame/canvas.py b/sugargame/canvas.py
index 1ce0250..0db4220 100644
--- a/sugargame/canvas.py
+++ b/sugargame/canvas.py
@@ -7,7 +7,7 @@ import event
CANVAS = None
class PygameCanvas(Gtk.EventBox):
-
+
"""
mainwindow is the activity intself.
"""
@@ -20,11 +20,11 @@ class PygameCanvas(Gtk.EventBox):
# Initialize Events translator before widget gets "realized".
self.translator = event.Translator(mainwindow, self)
-
+
self._mainwindow = mainwindow
self.set_can_focus(True)
-
+
self._socket = Gtk.Socket()
self.add(self._socket)
self.show_all()
@@ -32,18 +32,18 @@ class PygameCanvas(Gtk.EventBox):
def run_pygame(self, main_fn):
# Run the main loop after a short delay. The reason for the delay is that the
# Sugar activity is not properly created until after its constructor returns.
- # If the Pygame main loop is called from the activity constructor, the
+ # If the Pygame main loop is called from the activity constructor, the
# constructor never returns and the activity freezes.
GObject.idle_add(self._run_pygame_cb, main_fn)
def _run_pygame_cb(self, main_fn):
assert pygame.display.get_surface() is None, "PygameCanvas.run_pygame can only be called once."
-
+
# Preinitialize Pygame with the X window ID.
assert pygame.display.get_init() == False, "Pygame must not be initialized before calling PygameCanvas.run_pygame."
os.environ['SDL_WINDOWID'] = str(self._socket.get_id())
pygame.init()
-
+
# Restore the default cursor.
self._socket.props.window.set_cursor(None)
diff --git a/sugargame/event.py b/sugargame/event.py
index 431a600..8cd0ee9 100644
--- a/sugargame/event.py
+++ b/sugargame/event.py
@@ -3,7 +3,7 @@ from gi.repository import Gdk
from gi.repository import GObject
import pygame
import pygame.event
-import logging
+import logging
class _MockEvent(object):
def __init__(self, keyval):
@@ -29,7 +29,7 @@ class Translator(object):
'KP_Right' : pygame.K_KP6,
}
-
+
mod_map = {
pygame.K_LALT: pygame.KMOD_LALT,
pygame.K_RALT: pygame.KMOD_RALT,
@@ -38,7 +38,7 @@ class Translator(object):
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
@@ -50,7 +50,7 @@ class Translator(object):
Gdk.EventMask.KEY_PRESS_MASK | \
Gdk.EventMask.KEY_RELEASE_MASK \
)
-
+
self._inner_evb.set_events(
Gdk.EventMask.POINTER_MOTION_MASK | \
Gdk.EventMask.POINTER_MOTION_HINT_MASK | \
@@ -61,7 +61,7 @@ class Translator(object):
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._inner_evb.connect('key_press_event', self._keydown_cb)
@@ -71,7 +71,7 @@ class Translator(object):
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)
-
+
# Internal data
self.__stopped = False
self.__keystate = [0] * 323
@@ -88,7 +88,7 @@ class Translator(object):
pygame.key.set_repeat = self._set_repeat
pygame.mouse.get_pressed = self._get_mouse_pressed
pygame.mouse.get_pos = self._get_mouse_pos
-
+
def _draw_cb(self, widget, event):
if pygame.display.get_init():
pygame.event.post(pygame.event.Event(pygame.VIDEOEXPOSE))
@@ -113,9 +113,9 @@ class Translator(object):
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:
@@ -126,19 +126,19 @@ class Translator(object):
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]
@@ -151,7 +151,7 @@ class Translator(object):
self._mainwindow.view_source()
else:
print 'Key %s unrecognized' % key
-
+
if keycode is not None:
if type == pygame.KEYDOWN:
mod = self._keymods()
@@ -163,7 +163,7 @@ class Translator(object):
ukey = ''
evt = pygame.event.Event(type, key=keycode, unicode=ukey, mod=mod)
self._post(evt)
-
+
return True
def _get_pressed(self):
@@ -179,12 +179,12 @@ class Translator(object):
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
@@ -198,38 +198,38 @@ class Translator(object):
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