added input_handler.py module to help with inputs

This commit is contained in:
Nicholas Dyer 2023-05-11 14:01:02 -04:00
parent da5bacf950
commit 7b8898b77b
3 changed files with 72 additions and 1 deletions

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@ -0,0 +1,71 @@
import pygame
import importlib.util
from pocket_friends.hardware.gpio_handler import Constants, GPIOHandler
class InputHandler:
def __init__(self, pygame_clock):
self.clock = pygame_clock
try:
importlib.util.find_spec('RPi.GPIO')
import RPi.GPIO as GPIO
self.on_hardware = True
except ImportError:
import pocket_friends.development.FakeGPIO as GPIO
self.on_hardware = False
self.last_input_tick = 0
def create_event(self, pressed_button):
"""
Creates a pygame event with a given keyboard code
:param pressed_button:
"""
# 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 self.on_hardware:
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()
def handle_gpio(self):
"""
Handles getting GPIO button presses and making a pygame event when a press is detected.
"""
for pressed_button in Constants.buttons:
code = Constants.buttons.get(pressed_button)
# Check if a button has been pressed. If it has, create a pygame event for it.
if GPIOHandler.get_press(code):
self.create_event(code)
def keyboard_handler(self):
"""
Simulates key presses to GPIO button presses. Also handles quitting the game.
"""
# Checks if a corresponding keyboard key has been pressed. If it has, emulate a button press.
for keyboard_event in pygame.event.get():
if keyboard_event.type == pygame.QUIT:
running = False
if keyboard_event.type == pygame.KEYDOWN:
if keyboard_event.key == pygame.K_a:
self.create_event(Constants.buttons.get('a'))
if keyboard_event.key == pygame.K_b:
self.create_event(Constants.buttons.get('b'))
if keyboard_event.key == pygame.K_PERIOD:
self.create_event(Constants.buttons.get('j_i'))
if keyboard_event.key == pygame.K_RIGHT:
self.create_event(Constants.buttons.get('j_r'))
if keyboard_event.key == pygame.K_LEFT:
self.create_event(Constants.buttons.get('j_l'))
if keyboard_event.key == pygame.K_DOWN:
self.create_event(Constants.buttons.get('j_d'))
if keyboard_event.key == pygame.K_UP:
self.create_event(Constants.buttons.get('j_u'))
if keyboard_event.key == pygame.K_ESCAPE:
running = False
def update(self):
if self.on_hardware:
self.handle_gpio()
else:
self.keyboard_handler()

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@ -68,4 +68,4 @@ class GPIOHandler:
:param button: button to be detected
:return: True if the button is has been pressed, False otherwise
"""
return GPIO.event_detected(button)
return GPIO.event_detected(button)