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inputManager.py
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import sys
import pygame
from pygame.locals import *
import cairo
import numpy
import math
import Image
"""
run getInputEvent and look at keysDown (indexed by key char)
to see which keys are down.
"""
pygame.init()
#dictionary of keys to look up by char
#doesn't matter if keys are defined or not
#because they automatically get added to the KeysDown
#when they're pressed
keysDownState = {chr(key): False for key in xrange(255)}
eventsDown = {}
previousDest = None
def IncEvent(evt):
if evt in eventsDown:
eventsDown[evt] += 1
else:
eventsDown[evt] = 1
def DecEvent(evt):
if evt in eventsDown:
val = eventsDown[evt]
val -= 1
if val <= 0:
del eventsDown[evt]
else:
eventsDown[evt] = val
return val
return -1
def UpdateInputEvent(dest, keyToEvent={
K_w: 'up',
K_a: 'left',
K_s: 'down',
K_d: 'right',
K_i: 'inventory',
K_p: 'pause',
K_ESCAPE: 'pause',
K_RETURN: 'enter'
}):
global previousDest
global eventsDown
if previousDest != dest:
eventsDown.clear()
previousDest = dest
eventList = pygame.event.get()
newInject = set()
for event in eventList:
if event.type == KEYDOWN and event.key in keyToEvent:
evt = keyToEvent[event.key]
IncEvent(evt)
dest.MaybeInjectInput(evt, True)
newInject.add(evt)
if event.type == KEYUP and event.key in keyToEvent:
evt = keyToEvent[event.key]
if DecEvent(evt) == 0:
dest.MaybeInjectInput(evt, False)
if event.type == MOUSEMOTION:
dest.MaybeInjectMouseMotion(event.pos, event.rel)
if event.type in (MOUSEBUTTONUP, MOUSEBUTTONDOWN):
dest.MaybeInjectMouseButton(event.button, event.pos,
event.type == MOUSEBUTTONDOWN)
if event.type == QUIT:
dest.Quit()
for evt in eventsDown.keys():
dest.MaybeInjectInput(evt, True)