warum zeigt mein Code immer noch die alten Fenster an?
Frage
Grundsätzlich habe ich also zwei separate Bildschirme, die angezeigt werden sollen.Eines, bei dem 11 Fenster gleichzeitig auf dem Bildschirm angezeigt werden und sobald ich auf ein Fenster mit dem Namen Tastatur klicke, sollte es den Bildschirm löschen und 36 Fenster einrichten, in denen eine Tastatur angezeigt werden soll (zu Testzwecken habe ich nur drei Fenster verwendet).
Mein Problem ist, dass nach dem Klicken auf die Tastatur der Bildschirm gelöscht und die 3 Testfenster so angezeigt werden, wie es auch meine anderen 10 Fenster sind, die von der ersten Seite stammen.
Beispiel: Das ist zunächst in Ordnung:
Das ist nicht in Ordnung.(A, B und C sollten angezeigt werden, der Rest jedoch nicht.):
Hier ist der Code:
import pygame
import sys
white = (255,255,255)
black = (0,0,0)
objs = []
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
class Pane():
def __init__(self, textToDisplay, coordinates, screen):
self.textToDisplay = textToDisplay
self.coordinates = coordinates
self.screen = screen
self.font = pygame.font.SysFont('Palace Script MT', 25)
Screen = pygame.display.set_mode((1366,768), 0, 32)
self.screen = Screen
self.screen.fill((white))
def coordinates(self):
return self.coordinates
def text(self):
return self.textToDisplay
def drawPane(self):
textCoords = self.coordinates
self.screen.blit(self.font.render(self.textToDisplay, True, (black)), textCoords)
pygame.draw.rect(self.screen, (black), self.coordinates, 2)
pygame.display.update()
class Screen():
NoOfPanes = 0
Panes = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
keyboardPaneLocs = [(0, 100, 100, 100),
(0, 200, 100, 100),
(0, 300, 100, 100),
(0, 400, 100, 100)
]
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
Screen = pygame.display.set_mode((1366,768), 0, 32)
self.screen = Screen
self.screen.fill((white))
pygame.display.update()
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if keyboardFlag:
newPane = Pane(textToDisplay, self.keyboardPaneLocs[self.NoOfPanes], Screen)
else:
newPane = Pane(textToDisplay, self.paneLocs[self.NoOfPanes], Screen)
self.Panes.append(newPane)
self.NoOfPanes = self.NoOfPanes + 1
pygame.display.update()
def drawPanes(self):
for Pane in self.Panes:
Pane.drawPane()
def mousePosition(self):
global clickPos
global releasePos
for event in pygame.event.get():
if event.type == MAIN_BUTTON:
self.Pos = pygame.mouse.get_pos()
return MAIN_BUTTON
else:
return False
def mouseDown(self, posx, posy):
textToReturn = "Nothing selected"
for Pane in self.Panes:
paneCoords = Pane.coordinates
print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):
textToReturn = Pane.text()
return textToReturn
def displayKeyboard(self):
self.addPane("A", KEYBOARD)
self.addPane("B", KEYBOARD)
self.addPane("C", KEYBOARD)
def clearScreen(self):
Screen = pygame.display.set_mode((1366,768), 0, 32)
self.screen = Screen
self.screen.fill((white))
if __name__ == '__main__':
myScreen = Screen()
myScreen.addPane("1", WORDS)
myScreen.addPane("2", WORDS)
myScreen.addPane("3", WORDS)
myScreen.addPane("4", WORDS)
myScreen.addPane("5", WORDS)
myScreen.addPane("6", WORDS)
myScreen.addPane("7", WORDS)
myScreen.addPane("8", WORDS)
myScreen.addPane("9", WORDS)
myScreen.addPane("10", WORDS)
myScreen.addPane("Keyboard", WORDS)
myScreen.drawPanes()
while True:
ev = pygame.event.get()
for event in ev:
if event.type == pygame.MOUSEBUTTONUP:
posx,posy = pygame.mouse.get_pos()
textSelected = myScreen.mouseDown(posx, posy)
print(textSelected)
if textSelected == "Keyboard":
myScreen = Screen()
myScreen.clearScreen()
myScreen.displayKeyboard()
myScreen.drawPanes()
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit(); sys.exit();
Ich denke, das Problem, mit dem ich konfrontiert bin, ist, dass alle diese Bereiche zur Liste hinzugefügt werden Panes = []
.Wie kann ich sicherstellen, dass diese Liste klar ist, bevor ich die neuen Fenster mithilfe der Funktion anzeige def drawPanes(self):
Nehmen Sie mein Wort nicht dafür, da es nur eine Annahme ist und ich wirklich feststecke.(Jede Hilfe ist willkommen.)
Lösung
Sie können eine leere Liste dem Fenster zuordnen, um sie leer zu machen
Panes = []
aber Sie werden alle hinzugefügten Fenster für immer verlieren.
Vielleicht sollten Sie eine separate Liste für Tastaturfenster erstellen und dann nur diese Liste zeichnen.
BEARBEITEN:
Übrigens:
Sie verwenden eine Variable myScreen
zu beiden Bildschirmen - wenn Sie laufen myScreen = Screen(...)
sie erstellen einen neuen Bildschirm, verlieren jedoch den Zugriff auf den vorherigen Bildschirm.
Wobei Screen = pygame.display.set_mode((1366,768), 0, 32); self.screen = Screen
das Löschen des Bildschirms ist Zeit- und Erinnerungsverschwendung.Sie brauchen nur self.screen.fill((white))
Sie verwenden Screen
name als Klassenname und als Variable in einigen Funktionen.Sie können versehentlich einen Namenskonflikt haben.
BEARBEITEN:
Vollständiges Arbeitsbeispiel, wie Code aussehen könnte:
Ich benutze einen self.screen
das Fenster wird also nicht jedes Mal erstellt / gelöscht.
Sie können die Taste "ESC" drücken, um die Tastatur anzuzeigen / auszublenden.
import pygame
import sys
#----------------------------------------------------------------------
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
#---------------------------
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
#----------------------------------------------------------------------
class Pane():
def __init__(self, textToDisplay, coordinates, screen):
self.textToDisplay = textToDisplay
self.coordinates = coordinates
self.screen = screen
self.font = pygame.font.SysFont('Palace Script MT', 25)
#---------------------------
def coordinates(self):
return self.coordinates
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def drawPane(self):
textCoords = self.coordinates
self.screen.blit(self.font.render(self.textToDisplay, True, BLACK), textCoords)
pygame.draw.rect(self.screen, BLACK, self.coordinates, 2)
#----------------------------------------------------------------------
class Application():
NoOfPanes = 0
NoOfKeys = 0
Panes = []
Keys = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
keyboardPaneLocs = [(0, 100, 100, 100),
(0, 200, 100, 100),
(0, 300, 100, 100),
(0, 400, 100, 100)
]
#---------------------------
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
self.screen = pygame.display.set_mode((1366,768), 0, 32)
self.show_panes = True
self.show_keyboard = False
self.createPanes()
self.createKeyboard()
#---------------------------
def close(self):
print "pygame quit"
pygame.quit()
sys.exit()
#---------------------------
def createPanes(self):
self.addPane("1", WORDS)
self.addPane("2", WORDS)
self.addPane("3", WORDS)
self.addPane("4", WORDS)
self.addPane("5", WORDS)
self.addPane("6", WORDS)
self.addPane("7", WORDS)
self.addPane("8", WORDS)
self.addPane("9", WORDS)
self.addPane("10", WORDS)
self.addPane("Keyboard", WORDS)
#---------------------------
def createKeyboard(self):
self.addPane("A", KEYBOARD)
self.addPane("B", KEYBOARD)
self.addPane("C", KEYBOARD)
#---------------------------
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if keyboardFlag:
self.Keys.append(Pane(textToDisplay, self.keyboardPaneLocs[self.NoOfKeys], self.screen))
self.NoOfKeys += 1
else:
self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
self.NoOfPanes += 1
#---------------------------
def drawPanes(self):
for Pane in self.Panes:
Pane.drawPane()
#---------------------------
def drawKeyboard(self):
for Key in self.Keys:
Key.drawPane()
#---------------------------
def mousePosition(self, event):
if event.type == MAIN_BUTTON:
self.Pos = pygame.mouse.get_pos()
return MAIN_BUTTON
else:
return False
#---------------------------
def mouseDown(self):
posx,posy = pygame.mouse.get_pos()
textToReturn = "Nothing selected"
if self.show_panes:
for Pane in self.Panes:
paneCoords = Pane.coordinates
print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):
textToReturn = Pane.text()
elif self.show_keyboard:
for Pane in self.Keys:
paneCoords = Pane.coordinates
print(str(paneCoords[0]) + ":" + str(paneCoords[1]) + ":" + str(paneCoords[2]) + ":" + str(paneCoords[3]))
if (paneCoords[0] <= posx <= paneCoords[0]+paneCoords[2]) and (paneCoords[1] <= posy <= paneCoords[1]+paneCoords[3]):
textToReturn = Pane.text()
return textToReturn
#---------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.show_keyboard = not self.show_keyboard
self.show_panes = not self.show_panes
if event.type == pygame.MOUSEBUTTONUP:
textSelected = self.mouseDown()
print(textSelected)
if textSelected == "Keyboard":
self.show_keyboard = True
self.show_panes = False
# --- draws ---
self.screen.fill(WHITE)
if self.show_panes:
self.drawPanes()
if self.show_keyboard:
self.drawKeyboard()
pygame.display.update()
# --- FPS ---
clock.tick(25)
self.close()
#----------------------------------------------------------------------
Application().run()
BEARBEITEN:
- Klassentastatur
- Bereich hat einen event_handler
- Fenster testen, ob die Maus über ist
- Fensterhintergrund ändern, wenn die Maus darüber ist (gelb)
- Fensterhintergrund ändern, wenn die Maus gedrückt wird (rot)
- klicken Sie auf die Taste Q auf dem Bildschirm, um die Tastatur zu schließen
- tastatur sendet ein eigenes Ereignis an die Hauptschleife, wenn die Taste Q geklickt wird - um zu informieren, dass die Tastatur geschlossen ist
.
import pygame
import sys
#----------------------------------------------------------------------
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
#---------------------------
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
#----------------------------------------------------------------------
class Pane():
def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):
self.textToDisplay = textToDisplay
self.rect = pygame.Rect(*rect)
self.screen = screen
# colors
self.fgColor = fgColor
self.bgColor = bgColor
self.mouseoverBgColor = mouseoverBgColor
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
self.font = pygame.font.SysFont('Palace Script MT', 25)
#---------------------------
def coordinates(self):
return self.rect
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def draw(self):
# background
self.screen.fill(self.currentBgColor, self.rect)
# border
pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)
# text
self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)
#---------------------------
def test_coordinates(self, posx, posy):
return self.rect.collidepoint(posx, posy)
#---------------------------
def event_handler(self, event):
# standard pane color
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
# if mouse over pane change color
if event.type == pygame.MOUSEMOTION:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.currentBgColor = (255,0,0)
elif event.type == pygame.MOUSEBUTTONUP:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
#----------------------------------------------------------------------
class Keyboard():
Keys = []
paneLocs = []
visible = False
#---------------------------
def __init__(self, screen):
self.screen = screen
self.font = pygame.font.SysFont('Arial', 25)
self.create()
#---------------------------
def create(self):
letter_code = ord("A")
for y in range(2):
for x in range(13):
lock = (100*x, 100*y, 100, 100)
self.paneLocs.append(lock)
self.Keys.append(Pane(chr(letter_code), lock, self.screen, (0,0,0), (0,255,0)))
letter_code += 1
#---------------------------
def draw(self):
for key in self.Keys:
key.draw()
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle event
for key in self.Keys:
key.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for key in self.Keys:
#print "debug: keyboard.event_handler", posx, posy
if key.test_coordinates(posx, posy):
textToReturn = key.text()
print textToReturn
# if Q was
if textToReturn == 'Q':
self.onKeyQ(textToReturn)
return textToReturn
#---------------------------
def onKeyQ(self, text):
# hide keyboard
self.visible = False
# send event to inform main loop that keyboard was closed
pygame.event.post(pygame.event.Event(pygame.USEREVENT, {'code': 666, 'key':text}))
#----------------------------------------------------------------------
class Application():
NoOfPanes = 0
Panes = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
#---------------------------
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
self.screen = pygame.display.set_mode((1366,768), 0, 32)
self.show_panes = True
self.createPanes()
self.keyboard = Keyboard(self.screen)
#---------------------------
def close(self):
print "pygame quit"
pygame.quit()
sys.exit()
#---------------------------
def createPanes(self):
self.addPane("1", WORDS)
self.addPane("2", WORDS)
self.addPane("3", WORDS)
self.addPane("4", WORDS)
self.addPane("5", WORDS)
self.addPane("6", WORDS)
self.addPane("7", WORDS)
self.addPane("8", WORDS)
self.addPane("9", WORDS)
self.addPane("10", WORDS)
self.addPane("Keyboard", WORDS)
#---------------------------
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if not keyboardFlag:
self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
self.NoOfPanes += 1
#---------------------------
def drawPanes(self):
for Pane in self.Panes:
Pane.draw()
#---------------------------
def mousePosition(self, event):
if event.type == MAIN_BUTTON:
self.Pos = event.pos
return MAIN_BUTTON
else:
return False
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle events
for pane in self.Panes:
pane.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for pane in self.Panes:
#print "debug: app.event_handler", posx, posy
if pane.test_coordinates(posx, posy):
textToReturn = pane.text()
if textToReturn == "Keyboard":
self.keyboard.visible = True
self.show_panes = False
print textToReturn
return textToReturn
#---------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.keyboard.visible = not self.keyboard.visible
self.show_panes = not self.show_panes
if event.type == pygame.USEREVENT:
print "USEREVENT:", event.code
# event from keyboard
if event.code == 666:
# keyboar was closed so I have to show panes
self.show_panes = True
if self.show_panes:
self.event_handler(event)
if self.keyboard.visible:
self.keyboard.event_handler(event)
# --- draws ---
self.screen.fill(WHITE)
if self.show_panes:
self.drawPanes()
if self.keyboard.visible:
self.keyboard.draw()
pygame.display.update()
# --- FPS ---
clock.tick(25)
self.close()
#----------------------------------------------------------------------
Application().run()
BEARBEITEN:
Jetzt kann der Bereich angeklickt und verschoben werden.Ich habe hier nur Scheibenklasse eingefügt
Suchen: is_movable
und is_moving
class Pane():
def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):
self.textToDisplay = textToDisplay
self.rect = pygame.Rect(*rect)
self.screen = screen
# colors
self.fgColor = fgColor
self.bgColor = bgColor
self.mouseoverBgColor = mouseoverBgColor
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
self.font = pygame.font.SysFont('Palace Script MT', 25)
self.is_movable = True
self.is_moving = False
#---------------------------
def coordinates(self):
return self.rect
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def draw(self):
# background
self.screen.fill(self.currentBgColor, self.rect)
# border
pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)
# text
self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)
#---------------------------
def test_coordinates(self, posx, posy):
return self.rect.collidepoint(posx, posy)
#---------------------------
def event_handler(self, event):
# standard pane color
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
# if mouse over pane change color
if event.type == pygame.MOUSEMOTION:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
if self.is_movable and self.is_moving:
self.rect.move_ip(event.rel)
self.currentBgColor = (0,0,255)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
self.currentBgColor = (255,0,0)
self.is_moving = True
elif event.type == pygame.MOUSEBUTTONUP:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
self.is_moving = False
BEARBEITEN:
Angeklickter Bereich wird zum obersten Bereich auf dem Bildschirm:
import pygame
import sys
#----------------------------------------------------------------------
WHITE = (255,255,255)
BLACK = (0 ,0 ,0 )
#---------------------------
MAIN_BUTTON = 2
KEYBOARD = True
WORDS = False
#----------------------------------------------------------------------
class evt_type(): # UserEvent - types
PANE = pygame.USEREVENT + 1
KEYBOARD = pygame.USEREVENT + 2
class evt_code(): # UserEvent - codes
KEYBOARD_CLOSED = 100
PANE_CLICKED = 200
#----------------------------------------------------------------------
class Pane():
def __init__(self, textToDisplay, rect, screen, fgColor=(0,0,0), bgColor=(255,255,255), mouseoverBgColor=(255,255,0) ):
self.textToDisplay = textToDisplay
self.rect = pygame.Rect(*rect)
self.screen = screen
# colors
self.fgColor = fgColor
self.bgColor = bgColor
self.mouseoverBgColor = mouseoverBgColor
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
self.font = pygame.font.SysFont('Palace Script MT', 25)
self.is_movable = True
self.is_moving = False
#---------------------------
def coordinates(self):
return self.rect
#---------------------------
def text(self):
return self.textToDisplay
#---------------------------
def draw(self):
# background
self.screen.fill(self.currentBgColor, self.rect)
# border
pygame.draw.rect(self.screen, self.currentFgColor, self.rect, 2)
# text
self.screen.blit(self.font.render(self.textToDisplay, True, self.currentFgColor), self.rect)
#---------------------------
def test_coordinates(self, posx, posy):
return self.rect.collidepoint(posx, posy)
#---------------------------
def event_handler(self, event):
# standard pane color
self.currentFgColor = self.fgColor
self.currentBgColor = self.bgColor
# if mouse over pane change color
if event.type == pygame.MOUSEMOTION:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
if self.is_movable and self.is_moving:
self.rect.move_ip(event.rel)
self.currentBgColor = (0,0,255)
elif event.type == pygame.MOUSEBUTTONDOWN:
if self.rect.collidepoint(event.pos):
if self.is_movable:
pygame.event.post(pygame.event.Event(evt_type.PANE, {'code': evt_code.PANE_CLICKED, 'widget': self}))
self.currentBgColor = (255,0,0)
self.is_moving = True
elif event.type == pygame.MOUSEBUTTONUP:
if self.rect.collidepoint(event.pos):
self.currentBgColor = self.mouseoverBgColor
self.is_moving = False
#----------------------------------------------------------------------
class Keyboard():
Keys = []
paneLocs = []
visible = False
#---------------------------
def __init__(self, screen):
self.screen = screen
self.font = pygame.font.SysFont('Arial', 25)
self.create()
#---------------------------
def create(self):
letter_code = ord("A")
for y in range(2):
for x in range(13):
lock = (100*x, 100*y, 100, 100)
self.paneLocs.append(lock)
self.Keys.append(Pane(chr(letter_code), lock, self.screen, (0,0,0), (0,255,0)))
self.Keys[-1].is_movable = False
letter_code += 1
#---------------------------
def draw(self):
for key in self.Keys:
key.draw()
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle event
for key in self.Keys:
key.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for key in self.Keys:
#print "debug: keyboard.event_handler", posx, posy
if key.test_coordinates(posx, posy):
textToReturn = key.text()
print textToReturn
# if Q was
if textToReturn == 'Q':
self.onKeyQ(textToReturn)
return textToReturn
#---------------------------
def onKeyQ(self, text):
# hide keyboard
self.visible = False
# send event to inform main loop that keyboard was closed
pygame.event.post(pygame.event.Event(evt_type.KEYBOARD, {'code': evt_code.KEYBOARD_CLOSED, 'key':text}))
#----------------------------------------------------------------------
class Application():
NoOfPanes = 0
Panes = []
paneLocs = [(583, 334, 300, 150),
(633, 150, 200, 125),
(633, 600, 200, 125),
(350, 360, 200, 100),
(925, 360, 200, 100),
(1000, 150, 150, 100),
(275, 150, 150, 100),
(275, 600, 150, 100),
(1000, 600, 150, 100),
(75, 350, 200, 100),
(0, 668, 200, 100)
]
#---------------------------
def __init__(self):
pygame.init()
pygame.display.set_caption('Box Test')
self.font = pygame.font.SysFont('Arial', 25)
self.screen = pygame.display.set_mode((1366,768), 0, 32)
self.show_panes = True
self.createPanes()
self.keyboard = Keyboard(self.screen)
#---------------------------
def close(self):
print "pygame quit"
pygame.quit()
sys.exit()
#---------------------------
def createPanes(self):
self.addPane("1", WORDS)
self.addPane("2", WORDS)
self.addPane("3", WORDS)
self.addPane("4", WORDS)
self.addPane("5", WORDS)
self.addPane("6", WORDS)
self.addPane("7", WORDS)
self.addPane("8", WORDS)
self.addPane("9", WORDS)
self.addPane("10", WORDS)
self.addPane("Keyboard", WORDS)
#---------------------------
def addPane(self, textToDisplay, keyboardFlag):
if (not keyboardFlag) and (self.NoOfPanes > 11):
print("Limit Reached")
else:
print(int(self.NoOfPanes))
if not keyboardFlag:
self.Panes.append(Pane(textToDisplay, self.paneLocs[self.NoOfPanes], self.screen))
self.NoOfPanes += 1
#---------------------------
def drawPanes(self):
for Pane in self.Panes:
Pane.draw()
#---------------------------
def mousePosition(self, event):
if event.type == MAIN_BUTTON:
self.Pos = event.pos
return MAIN_BUTTON
else:
return False
#---------------------------
def event_handler(self, event):
textToReturn = None
# let panes handle events
for pane in self.Panes:
pane.event_handler(event)
if event.type == pygame.MOUSEBUTTONUP:
posx, posy = event.pos
for pane in self.Panes:
#print "debug: app.event_handler", posx, posy
if pane.test_coordinates(posx, posy):
textToReturn = pane.text()
if textToReturn == "Keyboard":
self.keyboard.visible = True
self.show_panes = False
print textToReturn
return textToReturn
#---------------------------
def run(self):
clock = pygame.time.Clock()
RUNNING = True
while RUNNING:
# --- events ---
for event in pygame.event.get():
if event.type == pygame.QUIT:
RUNNING = False
break
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
self.keyboard.visible = not self.keyboard.visible
self.show_panes = not self.show_panes
if event.type == evt_type.KEYBOARD:
print "USEREVENT:: TYPE:", event.type, "CODE:", event.code
# event from keyboard
if event.code == evt_code.KEYBOARD_CLOSED:
# keyboar was closed so I have to show panes
self.show_panes = True
if event.type == evt_type.PANE:
print "USEREVENT:: TYPE:", event.type, "CODE:", event.code
if event.code == evt_code.PANE_CLICKED:
# move to the end - move to top of screen
index = self.Panes.index(event.widget)
self.Panes.append(self.Panes.pop(index))
if self.show_panes:
self.event_handler(event)
if self.keyboard.visible:
self.keyboard.event_handler(event)
# --- draws ---
self.screen.fill(WHITE)
if self.show_panes:
self.drawPanes()
if self.keyboard.visible:
self.keyboard.draw()
pygame.display.update()
# --- FPS ---
clock.tick(25)
self.close()
#----------------------------------------------------------------------
Application().run()