"""gtkEvent.py: translate GTK events into Pygame events.""" import pygtk pygtk.require('2.0') import gtk import gobject import pygame from olpcgames import eventwrap import logging log = logging.getLogger( 'olpcgames.gtkevent' ) ##log.setLevel( logging.DEBUG ) class _MockEvent(object): """Used to inject key-repeat events on the gtk side.""" def __init__(self, keyval): self.keyval = keyval class Translator(object): """Utility class to translate GTK events into Pygame events The Translator object interprets incoming GTK events and generates Pygame events in the eventwrap module's queue as a result. It also handles generating Pygame style key-repeat events by synthesizing them via a GTK timer. """ 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, mouselistener=None): """Initialise the Translator with the windows to which to listen""" # _inner_evb is Mouselistener self._mainwindow = mainwindow if mouselistener is None: mouselistener = mainwindow self._inner_evb = mouselistener # Need to set our X event masks so we see mouse motion and stuff -- mainwindow.set_events( gtk.gdk.KEY_PRESS_MASK | \ gtk.gdk.KEY_RELEASE_MASK \ ) self._inner_evb.set_events( gtk.gdk.POINTER_MOTION_MASK | \ gtk.gdk.POINTER_MOTION_HINT_MASK | \ gtk.gdk.BUTTON_MOTION_MASK | \ gtk.gdk.BUTTON_PRESS_MASK | \ gtk.gdk.BUTTON_RELEASE_MASK ) # Callback functions to link the event systems mainwindow.connect('unrealize', self._quit) mainwindow.connect('key_press_event', self._keydown) mainwindow.connect('key_release_event', self._keyup) self._inner_evb.connect('button_press_event', self._mousedown) self._inner_evb.connect('button_release_event', self._mouseup) self._inner_evb.connect('motion-notify-event', self._mousemove) # You might need to do this mainwindow.set_flags(gtk.CAN_FOCUS) self._inner_evb.set_flags(gtk.CAN_FOCUS) # 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 #print "translator initialized" self._inner_evb.connect( 'expose-event', self.do_expose_event ) # screen = gtk.gdk.screen_get_default() # screen.connect( 'size-changed', self.do_resize_event ) self._inner_evb.connect( 'configure-event', self.do_resize_event ) def do_expose_event(self, event, widget): """Handle exposure event (trigger redraw by gst)""" log.info( 'Expose event: %s', event ) from olpcgames import eventwrap eventwrap.post( eventwrap.Event( eventwrap.pygame.VIDEOEXPOSE )) return True def do_resize_event( self, activity, event ): """Our screen (actually, the default screen) has resized""" log.info( 'Resize event: %s %s', activity, event ) log.info( 'Event values: %s', (event.width,event.height) ) # from olpcgames import eventwrap # # shouldn't the activity's window have this information too? # eventwrap.post( # eventwrap.Event( # eventwrap.pygame.VIDEORESIZE, # dict(size=(event.width,event.height), width=event.width, height=event.height) # ) # ) return False # continue processing def hook_pygame(self): """Hook the various Pygame features so that we implement the event APIs""" # Pygame should be initialized. Hijack their key and mouse methods 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 import eventwrap eventwrap.install() def _quit(self, data=None): self.__stopped = True eventwrap.post(eventwrap.Event(pygame.QUIT)) def _keydown(self, widget, event): key = event.keyval log.debug( 'key down: %s', key ) 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(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): """Extract the keymods as they stand currently.""" 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 = gtk.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(gtk.gdk.keyval_to_unicode(event.keyval)) if ukey == '\000': ukey = '' evt = eventwrap.Event(type, key=keycode, unicode=ukey, mod=mod) assert evt.key, evt self._post(evt) return True def _get_pressed(self): """Retrieve map/array of which keys are currently depressed (held down)""" return self.__keystate def _get_mouse_pressed(self): """Return three-element array of which mouse-buttons are currently depressed (held down)""" return self.__button_state def _mousedown(self, widget, event): self.__button_state[event.button-1] = 1 return self._mouseevent(widget, event, pygame.MOUSEBUTTONDOWN) def _mouseup(self, widget, event): self.__button_state[event.button-1] = 0 return self._mouseevent(widget, event, pygame.MOUSEBUTTONUP) def _mouseevent(self, widget, event, type): evt = eventwrap.Event(type, button=event.button, pos=(event.x, event.y)) self._post(evt) return True def _mousemove(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: x, y, state = event.window.get_pointer() else: x = event.x y = event.y state = event.state rel = (x - self.__mouse_pos[0], y - self.__mouse_pos[1]) self.__mouse_pos = (x, y) self.__button_state = [ state & gtk.gdk.BUTTON1_MASK and 1 or 0, state & gtk.gdk.BUTTON2_MASK and 1 or 0, state & gtk.gdk.BUTTON3_MASK and 1 or 0, ] evt = eventwrap.Event(pygame.MOUSEMOTION, pos=self.__mouse_pos, rel=rel, buttons=self.__button_state) self._post(evt) return True def _tick(self): """Generate synthetic events for held-down keys""" 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): """Set the key-repetition frequency for held-down keys""" if delay is not None and self.__repeat[0] is None: self.__tick_id = gobject.timeout_add(10, self._tick) 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): """Retrieve the current mouse position as a two-tuple of integers""" return self.__mouse_pos def _post(self, evt): try: eventwrap.post(evt) except pygame.error, e: if str(e) == 'Event queue full': print "Event queue full!" pass else: raise e