本文整理汇总了Python中pyglet.window.key.symbol_string函数的典型用法代码示例。如果您正苦于以下问题:Python symbol_string函数的具体用法?Python symbol_string怎么用?Python symbol_string使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了symbol_string函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: _key_callback
def _key_callback(self, symbol, modifiers, event_time):
# check the key and time (if this is needed)
keys = val(self.keys)
correct_resp = val(self.correct_resp)
sym_str = key.symbol_string(symbol)
if None in keys or sym_str in keys:
# it's all good!, so save it
self.pressed = sym_str
self.press_time = event_time
# fill the base time val
self.base_time = val(self.base_time_src)
if self.base_time is None:
# set it to the state time
self.base_time = self.state_time
# calc RT if something pressed
self.rt = event_time['time']-self.base_time
if self.pressed in correct_resp:
self.correct = True
# let's leave b/c we're all done
#self.interval = 0
self.leave()
开发者ID:chadillac2313,项目名称:smile,代码行数:25,代码来源:keyboard.py
示例2: test_certain_modifier_key_presses_do_not_change_state
def test_certain_modifier_key_presses_do_not_change_state(self):
app = MockApp()
state = dispatcher.init_state(dispatcher.default_state, app, None)
state.send(NormalEvent(ON_KEY_PRESS, pkey.M))
current_state = state.gi_frame.f_locals['current_state']
self.assertEqual(current_state.__name__, 'marking')
keys = [
pkey.LSHIFT, pkey.RSHIFT,
pkey.LCTRL, pkey.RCTRL,
pkey.CAPSLOCK,
pkey.LMETA, pkey.RMETA,
pkey.LALT, pkey.RALT,
pkey.LWINDOWS, pkey.RWINDOWS,
pkey.LCOMMAND, pkey.RCOMMAND,
pkey.LOPTION, pkey.ROPTION
]
for key in keys:
state.send(NormalEvent(ON_KEY_PRESS, key))
current_state = state.gi_frame.f_locals['current_state']
self.assertIsNotNone(current_state,
msg="{} has changed the state".format(pkey.symbol_string(key)))
self.assertEqual(current_state.__name__, 'marking',
msg="current_state was changed by {}".format(pkey.symbol_string(key)))
开发者ID:bracket,项目名称:VIctor,代码行数:25,代码来源:normal_dispatcher_test.py
示例3: on_key_release
def on_key_release(self, inp, modifers):
if symbol_string(inp) == "LEFT":
self.sprite.dx = 0
print("release left, dx:", self.sprite.dx)
if symbol_string(inp) == "RIGHT":
self.sprite.dx = 0
print("release right, dx:", self.sprite.dx)
开发者ID:dangillet,项目名称:etc_code,代码行数:7,代码来源:start.py
示例4: on_key_press
def on_key_press(symbol, modifiers):
if key.symbol_string(symbol) == 'SPACE':
environment.active = not environment.active
if key.symbol_string(symbol) == 'S':
environment.mode = 'S'
if key.symbol_string(symbol) == 'C':
environment.mode = 'C'
开发者ID:kayak0806,项目名称:pretty-pictures,代码行数:7,代码来源:vertexies_verbose.py
示例5: save_exp
def save_exp(self, rest_time=1):
name = inspect.getouterframes(inspect.currentframe())[1][1] #get the file path that called save_exp
name = name.rsplit('/')[-1].rsplit('.')[0] #get its name without '.py'
self.names.append(name)
# experiment class
self.curr_experiment.name = name
# there is at least one test, so
# this is not a rest file, so assign a key
if self.curr_experiment.tests != []:
self.experiments.append(self.curr_experiment)
ind = len(self.experiments)-1
curr_key = [key._1, key._2, key._3, key._4, key._5,
key._6, key._7, key._8, key._9][ind]
if ind<=8:
self.window.add_key_action(curr_key, self.begin_experiment, ind)
if ind==0: print '\nScheduler key assignments:'
print key.symbol_string(curr_key) + ' - ' + name
# since this is not a test file and there is at least one
# rest, add it to rests and make it the default rest
elif self.curr_experiment.rest != []:
self.rests.append(self.curr_experiment)
print 'rest - ' + name
self.curr_experiment = None #clear it for the next save
开发者ID:npalermo10,项目名称:holocube,代码行数:27,代码来源:oldschedulers3.py
示例6: on_key_press
def on_key_press(self, key, modifiers):
if symbol_string(key) == "T":
self.do(Twirl(amplitude=5, duration=2))
elif symbol_string(key) == "W":
self.do(Reverse(Waves(duration=2)))
elif symbol_string(key) == "F":
self.do(FlipX3D(duration=1) + FlipY3D(duration=1) + Reverse(FlipY3D(duration=1)))
开发者ID:MagicPwn,项目名称:cocos2d-python-tutorials,代码行数:9,代码来源:effects.py
示例7: on_key_release
def on_key_release(self, symbol, modifiers):
letter = key.symbol_string(symbol)
if self.verbose: print("release:",letter,key.modifiers_string(modifiers))
_keyboard.remove(key.symbol_string(symbol))
if self.keyrelease is not None:
kwargs = {
"window":self,
"symbol":key.symbol_string(symbol),
"modifiers":key.modifiers_string(modifiers)
}
self.keyrelease(**kwargs)
开发者ID:Faore,项目名称:bin-packing,代码行数:12,代码来源:ez.py
示例8: on_key_press
def on_key_press(self, symbol, modifiers):
letter = key.symbol_string(symbol)
if self.verbose:
print("press:",letter,key.modifiers_string(modifiers))
_keyboard.add(key.symbol_string(symbol))
if self.keypress is not None:
kwargs = {
"window":self,
"symbol":key.symbol_string(symbol),
"modifiers":key.modifiers_string(modifiers)
}
self.keypress(**kwargs)
开发者ID:Faore,项目名称:bin-packing,代码行数:12,代码来源:ez.py
示例9: on_key_press
def on_key_press(self, key, modifiers):
# First I create a move action because we programmers are lazy and hate having to retype code!
move_left = MoveBy((-50, 0), .5)
# Here's where that Pyglet symbol_string() function comes in handy
# Rather than having to interpret an inconsistent code, I can simply interpret the word LEFT and RIGHT
if symbol_string(key) == "LEFT":
self.sprite.do(move_left)
# Now I need to tell the layer what to do if the user inputs RIGHT
if symbol_string(key) == "RIGHT":
# This is a pretty awesome feature built into Cocos
# I only wrote code for moving left, but I can use the Reverse() function instead of rewriting code
# Reverse() simply tells Cocos to do the reverse action of whatever you pass into it.
self.sprite.do(Reverse(move_left))
开发者ID:alexeygolovin5587,项目名称:dashboard,代码行数:15,代码来源:Code.py
示例10: get_key_string
def get_key_string(self, value):
value = key.symbol_string(value)
if value.startswith('_'):
value = value[1:]
if value == 'LCTRLREAL':
return 'LCTRL'
return value
开发者ID:carriercomm,项目名称:anaconda,代码行数:7,代码来源:Keyboard.py
示例11: on_key_release
def on_key_release(self, key, modifiers):
k = symbol_string(key)
status = False
if k == "LEFT":
self.key_pressed_left = status
elif k == "RIGHT":
self.key_pressed_right = status
开发者ID:lhwd521,项目名称:pythongame,代码行数:7,代码来源:main.py
示例12: on_key_press
def on_key_press(self, key, modifiers):
k = symbol_string(key)
status = True
if k == "LEFT":
self.key_pressed_left = status
elif k == "RIGHT":
self.key_pressed_right = status
elif k == "SPACE" and self.life == 1:
if self.jump_count > 0:
x, y = self.sprite.position
try:
self.remove(self.jump1)
except:
pass
# jump效果图
self.jump1 = Sprite("images/jump.png")
self.jump1.opacity = 250
self.jump1.position = (x, y-100)
self.add(self.jump1)
self.jump_speed = 20
self.jump_y = y
self.key_pressed_up = True
self.jump_count -= 1
elif k == "DOWN":
self.key_pressed_down = status
elif k == "SPACE" and self.life == 0:
scene = Scene(GameLayer())
director.replace(SplitColsTransition(scene))
开发者ID:lhwd521,项目名称:pythongame,代码行数:28,代码来源:main.py
示例13: on_key_press
def on_key_press(self, symbol, modifiers):
if pymterm.debug_log:
LOGGER.debug('on_key_press:{}, {}'.format(
key.symbol_string(symbol),
key.modifiers_string(modifiers)))
key_state = KeyState(symbol, modifiers)
if symbol == key.Q and \
(modifiers == key.MOD_COMMAND or modifiers == key.MOD_CTRL):
self.close()
return
if self.session.terminal.process_key(key_state):
if pymterm.debug_log:
LOGGER.debug(' processed by pyterm')
return
v, handled = term.term_keyboard.translate_key(self.session.terminal,
key_state)
if len(v) > 0:
self.session.send(v)
self._key_first_down = True
开发者ID:stonewell,项目名称:pymterm,代码行数:25,代码来源:window_base.py
示例14: key
def key(self, symbol, modifiers):
""" Key pressed event handler.
"""
if symbol == key.F1:
self.mode = 1
self.default()
print "Projection: Pyglet default"
if symbol == key.NUM_0:
global correction_rmatrix1, zero_rmatrix, rmatrix1
correction_rmatrix1 = np.dot(zero_rmatrix, np.linalg.inv(rmatrix1))
elif symbol == key.F2:
print "Projection: 3D Isometric"
self.mode = 2
self.isometric()
elif symbol == key.F3:
print "Projection: 3D Perspective"
self.mode = 3
self.perspective()
elif self.mode == 3 and symbol == key.NUM_SUBTRACT:
self.fov -= 1
self.perspective()
elif self.mode == 3 and symbol == key.NUM_ADD:
self.fov += 1
self.perspective()
else:
print "KEY " + key.symbol_string(symbol)
开发者ID:khalednasr,项目名称:bcra,代码行数:26,代码来源:simulation.py
示例15: print_keypress_actions
def print_keypress_actions(self):
items = sorted(self.keypress_actions.items())
for keypress, action in items:
keysymbol = key.symbol_string(keypress[0]).lstrip(' _')
modifiers = key.modifiers_string(keypress[1]).replace('MOD_', '').replace('|', ' ').lstrip(' ')
func, args, kwargs = action[0].__name__, action[1], action[2]
print('{:<10} {:<6} --- {:<30}({}, {})'.format(modifiers, keysymbol, func, args, kwargs))
开发者ID:npalermo10,项目名称:holocube,代码行数:7,代码来源:windows.py
示例16: on_key_press
def on_key_press(self, symbol, modifiers):
""" Handles key presses in/for menus and toggling fps display """
if symbol == key.F and not self.game_state == AsteroidGameStates.GAME_OVER:
self.show_fps = not self.show_fps
if self.game_state == AsteroidGameStates.MAIN_MENU or \
self.game_state == AsteroidGameStates.PAUSED or \
self.game_state == AsteroidGameStates.TOP_SCORES:
menu = None
menu_name = None
if self.game_state == AsteroidGameStates.MAIN_MENU:
menu = self.main_menu
menu_name = 'main'
elif self.game_state == AsteroidGameStates.PAUSED:
menu = self.pause_menu
menu_name = 'pause'
elif self.game_state == AsteroidGameStates.TOP_SCORES:
menu = self.top_score_menu
menu_name = 'top score'
if symbol == key.DOWN:
self.move_menu_select(menu, 1)
elif symbol == key.UP:
self.move_menu_select(menu, -1)
elif symbol == key.ENTER:
self.handle_menu_press(
self.selected_menu_text(menu), menu_name)
if symbol == key.ESCAPE and self.game_state == AsteroidGameStates.PLAYING:
self.game_state = AsteroidGameStates.PAUSED
elif symbol == key.ESCAPE and self.game_state == AsteroidGameStates.PAUSED:
self.game_state = AsteroidGameStates.PLAYING
if symbol == key.ENTER and self.game_state == AsteroidGameStates.GAME_OVER:
self.game_state = AsteroidGameStates.MAIN_MENU
# reset game objects
self.score = 0
self.level = 1
self.game_batch = pyglet.graphics.Batch()
self.game_objects, \
self.player_ship, \
self.asteroids = self.create_game_objects(self.game_batch)
self.game_label_batch = pyglet.graphics.Batch()
self.player_lives, \
self.score_label, \
self.level_label = self.create_game_labels(self.game_label_batch)
elif self.game_state == AsteroidGameStates.GAME_OVER:
self.player_name[self.player_name_input_index] = \
key.symbol_string(symbol)[0]
self.player_name_input_index += 1
self.player_name_input_index %= 3
self.game_over_name_label.text = \
'%s %s %s' % (
self.player_name[0],
self.player_name[1],
self.player_name[2],
)
开发者ID:astrodsg,项目名称:pyglet_projects,代码行数:60,代码来源:game.py
示例17: save_exp
def save_exp(self):
name = inspect.getouterframes(inspect.currentframe())[1][1] #get the file path that called save_exp
name = name.rsplit('/')[-1].rsplit('.')[0] #get its name without '.py'
self.names.append(name)
self.exps.append(self.tests)
self.tests = []
ind = len(self.exps)-1
curr_key = [key._1, key._2, key._3, key._4, key._5,
key._6, key._7, key._8, key._9][ind]
if ind<=8:
self.window.add_key_action(curr_key, self.print_exp, ind)
self.window.add_key_action(curr_key, self.load_exp, ind)
self.window.add_key_action(curr_key, self.begin, True)
if ind==0: print '\nScheduler key assignments:'
print key.symbol_string(curr_key) + ' - ' + name
开发者ID:npalermo10,项目名称:holocube,代码行数:16,代码来源:oldschedulers.py
示例18: on_mouse_release
def on_mouse_release(self, x, y, key, m):
k = symbol_string(key)
status = False
if k == '1':
self.page_is_pressing = status
self.mouse_press_left = status
elif k == '4':
self.mouse_press_right = status
开发者ID:ElfenSterben,项目名称:dzk_loadfile,代码行数:8,代码来源:editor.py
示例19: on_key_press
def on_key_press(self, symbol, modifiers):
print 'Pressed %s with modifiers %s' % \
(key.symbol_string(symbol), key.modifiers_string(modifiers))
if symbol == key.E:
exclusive = not (modifiers & key.MOD_SHIFT)
self.w.set_exclusive_keyboard(exclusive)
print 'Exclusive keyboard is now %r' % exclusive
开发者ID:DatRollingStone,项目名称:nwidget,代码行数:8,代码来源:WINDOW_SET_EXCLUSIVE_KEYBOARD.py
示例20: on_key_press
def on_key_press(self, key, m):
k = symbol_string(key)
print(k)
if k == 'S':
self.save_file('levelfile/level1.txt', self.pos)
self.saveflag.element.text = '已保存'
elif k == 'P':
scenes = Scene(main.Start())
director.replace(SplitColsTransition(scenes))
开发者ID:Tokaya,项目名称:dzk_loadfile,代码行数:9,代码来源:editor.py
注:本文中的pyglet.window.key.symbol_string函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
请发表评论