added a bool to disable tick checking if needed

This commit is contained in:
Nicholas Dyer 2023-05-13 10:48:59 -04:00
parent 0f69120213
commit 2b2c2d946a
1 changed files with 10 additions and 3 deletions

View File

@ -1,5 +1,6 @@
import pygame
class InputHandler:
"""
Class that is implemented into surfaces in order to control the
@ -11,15 +12,17 @@ class InputHandler:
"""
def __init__(self, pygame_clock):
def __init__(self, pygame_clock, tick_check=True):
"""
Create a InputHandler object using a given Pygame clock.
Args:
pygame_clock (pygame.time.Clock): A pygame clock to use as the clock for input time calculations.
pygame_clock (:obj:`pygame.time.Clock`): A pygame clock to use as the clock for input time calculations.
tick_check (bool, optional): Bool to ignore inputs that happen to quickly after another. Defaults to True.
"""
self.clock = pygame_clock
self.tick_check = tick_check
self.last_input_tick = 0
def create_event(self, pressed_button):
@ -30,7 +33,11 @@ class InputHandler:
"""
# Register a button click so long as the last button click happened no less than two frames ago
if pygame.time.get_ticks() - self.last_input_tick > self.clock.get_time() * 2 or not gpio_handler.ON_HARDWARE:
if self.tick_check:
if pygame.time.get_ticks() - self.last_input_tick > self.clock.get_time() * 2:
pygame.event.post(pygame.event.Event(pygame.KEYDOWN, {'key': pressed_button}))
pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
else:
pygame.event.post(pygame.event.Event(pygame.KEYDOWN, {'key': pressed_button}))
pygame.event.post(pygame.event.Event(pygame.KEYUP, {'key': pressed_button}))
self.last_input_tick = pygame.time.get_ticks()