import pygame import importlib.util from pocket_friends.game_files.io_helpers.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.game_files.io_helpers.fake_gpio 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()