pocket-friends/pocket_friends/io/input_handler.py

84 lines
3.7 KiB
Python

import pygame
from collections import deque
class InputHandler:
"""
Class that is implemented into surfaces in order to control the
pressing of buttons on both the real hardware and on a keyboard.
Attributes:
clock (pygame.time.Clock): Pygame clock used for input time calculations.
last_input_tick (int): The tick that the last input was registered on.
"""
def __init__(self, pygame_clock, tick_check=True):
"""
Create a InputHandler object using a given Pygame clock.
Args:
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
self.dev_check = deque()
self.dev_code = deque()
for button in [pygame.K_DOWN, pygame.K_DOWN, pygame.K_UP, pygame.K_UP, pygame.K_DOWN, pygame.K_LEFT,
pygame.K_RIGHT, pygame.K_LEFT, pygame.K_a]:
self.dev_code.append(button)
self.dev_found = False
def create_event(self, pressed_button):
"""
Create a pygame event given a GPIO code and post it to the pygame event handler.
Args:
pressed_button (int): The GPIO code to be registered and pressed.
"""
# Register a button click so long as the last button click happened no less than two frames ago
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}))
self.dev_check.append(pressed_button)
if len(self.dev_check) > len(self.dev_code):
self.dev_check.popleft()
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()
def handle_keyboard(self):
"""Handle keyboard presses and generate corresponding GPIO codes to create events."""
# 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(pygame.K_a)
if keyboard_event.key == pygame.K_b:
self.create_event(pygame.K_b)
if keyboard_event.key == pygame.K_KP_ENTER:
self.create_event(pygame.K_KP_ENTER)
if keyboard_event.key == pygame.K_RIGHT:
self.create_event(pygame.K_RIGHT)
if keyboard_event.key == pygame.K_LEFT:
self.create_event(pygame.K_LEFT)
if keyboard_event.key == pygame.K_DOWN:
self.create_event(pygame.K_DOWN)
if keyboard_event.key == pygame.K_UP:
self.create_event(pygame.K_UP)
if keyboard_event.key == pygame.K_ESCAPE:
running = False
def update(self):
"""Run either the GPIO handler or the keyboard handler to check for input and create events."""
self.handle_keyboard()
if self.dev_code == self.dev_check:
self.dev_found = True