# ------------------------------- # Difficult Rocket # Copyright © 2020-2023 by shenjackyuanjie 3695888@qq.com # All rights reserved # ------------------------------- from typing import List, TYPE_CHECKING, TypeVar from os import PathLike # from pyglet.window import Window from pyglet.event import EventDispatcher # Difficult Rocket function from Difficult_Rocket.command.api import CommandText if TYPE_CHECKING: from Difficult_Rocket.client import ClientWindow else: ClientWindow = TypeVar("ClientWindow") class BaseScreen(EventDispatcher): """ DR 的 页面API """ screen_name: str = 'BaseScreen' def __init__(self, main_window: ClientWindow): super().__init__() self.focus = False self.window_pointer = main_window if TYPE_CHECKING: def on_command(self, command: CommandText, window: ClientWindow): """ 命令输入事件 """ def on_message(self, message: CommandText, window: ClientWindow): """ 消息输入事件 """ def draw_update(self, tick: float, window: ClientWindow): """ 画面更新 """ def draw_batch(self, window: ClientWindow): """ 画面绘制 """ """ Pyglet 定义的事件 """ def on_activate(self, window: ClientWindow): """The window was activated. This event can be triggered by clicking on the title bar, bringing it to the foreground; or by some platform-specific method. When a window is "active" it has the keyboard focus. :event: """ def on_close(self, window: ClientWindow): """The user attempted to close the window. This event can be triggered by clicking on the "X" control box in the window title bar, or by some other platform-dependent manner. The default handler sets `has_exit` to ``True``. In pyglet 1.1, if `pyglet.app.event_loop` is being used, `close` is also called, closing the window immediately. :event: """ def on_context_lost(self, window: ClientWindow): """The window's GL context was lost. When the context is lost no more GL methods can be called until it is recreated. This is a rare event, triggered perhaps by the user switching to an incompatible video mode. When it occurs, an application will need to reload all objects (display lists, texture objects, shaders) as well as restore the GL state. :event: """ def on_context_state_lost(self, window: ClientWindow): """The state of the window's GL context was lost. pyglet may sometimes need to recreate the window's GL context if the window is moved to another video device, or between fullscreen or windowed mode. In this case it will try to share the objects (display lists, texture objects, shaders) between the old and new contexts. If this is possible, only the current state of the GL context is lost, and the application should simply restore state. :event: """ def on_deactivate(self, window: ClientWindow): """The window was deactivated. This event can be triggered by clicking on another application window. When a window is deactivated it no longer has the keyboard focus. :event: """ # def on_draw(self, dt: float, window: ClientWindow): # TODO: wait for pyglet 2.1 def on_draw(self, window: ClientWindow): """The window contents must be redrawn. The `EventLoop` will dispatch this event when the window should be redrawn. This will happen during idle time after any window events and after any scheduled functions were called. The window will already have the GL context, so there is no need to call `switch_to`. The window's `flip` method will be called after this event, so your event handler should not. You should make no assumptions about the window contents when this event is triggered; a resize or expose event may have invalidated the framebuffer since the last time it was drawn. .. versionadded:: 1.1 :event: """ def on_expose(self, window: ClientWindow): """A portion of the window needs to be redrawn. This event is triggered when the window first appears, and any time the contents of the window is invalidated due to another window obscuring it. There is no way to determine which portion of the window needs redrawing. Note that the use of this method is becoming increasingly uncommon, as newer window managers composite windows automatically and keep a backing store of the window contents. :event: """ def on_file_drop(self, x: int, y: int, paths: List[PathLike] , window: ClientWindow): """File(s) were dropped into the window, will return the position of the cursor and a list of paths to the files that were dropped. .. versionadded:: 1.5.1 :event: """ def on_hide(self, window: ClientWindow): """The window was hidden. This event is triggered when a window is minimised or hidden by the user. :event: """ def on_key_press(self, symbol: int, modifiers: int, window: ClientWindow): """A key on the keyboard was pressed (and held down). Since pyglet 1.1 the default handler dispatches the :py:meth:`~pyglet.window.Window.on_close` event if the ``ESC`` key is pressed. :Parameters: `symbol` : int The key symbol pressed. `modifiers` : int Bitwise combination of the key modifiers active. :event: """ def on_key_release(self, symbol: int, modifiers: int, window: ClientWindow): """A key on the keyboard was released. :Parameters: `symbol` : int The key symbol pressed. `modifiers` : int Bitwise combination of the key modifiers active. :event: """ def on_mouse_motion(self, x: int, y: int, dx: int, dy: int, window: ClientWindow): """The mouse was moved with no buttons held down. :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. `dx` : int Relative X position from the previous mouse position. `dy` : int Relative Y position from the previous mouse position. :event: """ def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int, window: ClientWindow): """The mouse was moved with one or more mouse buttons pressed. This event will continue to be fired even if the mouse leaves the window, so long as the drag buttons are continuously held down. :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. `dx` : int Relative X position from the previous mouse position. `dy` : int Relative Y position from the previous mouse position. `buttons` : int Bitwise combination of the mouse buttons currently pressed. `modifiers` : int Bitwise combination of any keyboard modifiers currently active. :event: """ def on_mouse_press(self, x: int, y: int, button: int, modifiers: int, window: ClientWindow): """A mouse button was pressed (and held down). :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. `button` : int The mouse button that was pressed. `modifiers` : int Bitwise combination of any keyboard modifiers currently active. :event: """ def on_mouse_release(self, x: int, y: int, button: int, modifiers: int, window: ClientWindow): """A mouse button was released. :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. `button` : int The mouse button that was released. `modifiers` : int Bitwise combination of any keyboard modifiers currently active. :event: """ def on_mouse_scroll(self, x: int, y: int, scroll_x: float, scroll_y: float, window: ClientWindow): """The mouse wheel was scrolled. Note that most mice have only a vertical scroll wheel, so `scroll_x` is usually 0. An exception to this is the Apple Mighty Mouse, which has a mouse ball in place of the wheel which allows both `scroll_x` and `scroll_y` movement. :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. `scroll_x` : float Amount of movement on the horizontal axis. `scroll_y` : float Amount of movement on the vertical axis. :event: """ def on_mouse_enter(self, x: int, y: int, window: ClientWindow): """The mouse was moved into the window. This event will not be triggered if the mouse is currently being dragged. :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. :event: """ def on_mouse_leave(self, x: int, y: int, window: ClientWindow): """The mouse was moved outside of the window. This event will not be triggered if the mouse is currently being dragged. Note that the coordinates of the mouse pointer will be outside of the window rectangle. :Parameters: `x` : int Distance in pixels from the left edge of the window. `y` : int Distance in pixels from the bottom edge of the window. :event: """ def on_move(self, x: int, y: int, window: ClientWindow): """The window was moved. :Parameters: `x` : int Distance from the left edge of the screen to the left edge of the window. `y` : int Distance from the top edge of the screen to the top edge of the window. Note that this is one of few methods in pyglet which use a Y-down coordinate system. :event: """ def on_refresh(self, dt, window: ClientWindow): """The window contents must be redrawn. The `EventLoop` will dispatch this event when the window should be redrawn. The window will already have the GL context, so there is no need to call `switch_to`. The window's `flip` method will be called after this event, so your event handler should not. You should make no assumptions about the window contents when this event is triggered; a resize or expose event may have invalidated the framebuffer since the last time it was drawn. .. versionadded:: 2.0 :event: """ def on_resize(self, width: int, height: int, window: ClientWindow): """The window was resized. The window will have the GL context when this event is dispatched; there is no need to call `switch_to` in this handler. :Parameters: `width` : int The new width of the window, in pixels. `height` : int The new height of the window, in pixels. :event: """ def on_show(self, window: ClientWindow): """The window was shown. This event is triggered when a window is restored after being minimised, hidden, or after being displayed for the first time. :event: """ def on_text(self, text: str, window: ClientWindow): """The user input some text. Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before :py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key is held down (key repeating); or called without key presses if another input method was used (e.g., a pen input). You should always use this method for interpreting text, as the key symbols often have complex mappings to their unicode representation which this event takes care of. :Parameters: `text` : unicode The text entered by the user. :event: """ def on_text_motion(self, motion: int, window: ClientWindow): """The user moved the text input cursor. Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before :py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key is help down (key repeating). You should always use this method for moving the text input cursor (caret), as different platforms have different default keyboard mappings, and key repeats are handled correctly. The values that `motion` can take are defined in :py:mod:`pyglet.window.key`: * MOTION_UP * MOTION_RIGHT * MOTION_DOWN * MOTION_LEFT * MOTION_NEXT_WORD * MOTION_PREVIOUS_WORD * MOTION_BEGINNING_OF_LINE * MOTION_END_OF_LINE * MOTION_NEXT_PAGE * MOTION_PREVIOUS_PAGE * MOTION_BEGINNING_OF_FILE * MOTION_END_OF_FILE * MOTION_BACKSPACE * MOTION_DELETE :Parameters: `motion` : int The direction of motion; see remarks. :event: """ def on_text_motion_select(self, motion: int, window: ClientWindow): """The user moved the text input cursor while extending the selection. Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before :py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key is help down (key repeating). You should always use this method for responding to text selection events rather than the raw :py:meth:`~pyglet.window.Window.on_key_press`, as different platforms have different default keyboard mappings, and key repeats are handled correctly. The values that `motion` can take are defined in :py:mod:`pyglet.window.key`: * MOTION_UP * MOTION_RIGHT * MOTION_DOWN * MOTION_LEFT * MOTION_NEXT_WORD * MOTION_PREVIOUS_WORD * MOTION_BEGINNING_OF_LINE * MOTION_END_OF_LINE * MOTION_NEXT_PAGE * MOTION_PREVIOUS_PAGE * MOTION_BEGINNING_OF_FILE * MOTION_END_OF_FILE :Parameters: `motion` : int The direction of selection motion; see remarks. :event: """ BaseScreen.register_event_type('on_key_press') BaseScreen.register_event_type('on_key_release') BaseScreen.register_event_type('on_text') BaseScreen.register_event_type('on_text_motion') BaseScreen.register_event_type('on_text_motion_select') BaseScreen.register_event_type('on_mouse_motion') BaseScreen.register_event_type('on_mouse_drag') BaseScreen.register_event_type('on_mouse_press') BaseScreen.register_event_type('on_mouse_release') BaseScreen.register_event_type('on_mouse_scroll') BaseScreen.register_event_type('on_mouse_enter') BaseScreen.register_event_type('on_mouse_leave') BaseScreen.register_event_type('on_close') BaseScreen.register_event_type('on_expose') BaseScreen.register_event_type('on_resize') BaseScreen.register_event_type('on_move') BaseScreen.register_event_type('on_activate') BaseScreen.register_event_type('on_deactivate') BaseScreen.register_event_type('on_show') BaseScreen.register_event_type('on_hide') BaseScreen.register_event_type('on_context_lost') BaseScreen.register_event_type('on_context_state_lost') BaseScreen.register_event_type('on_file_drop') BaseScreen.register_event_type('on_draw') BaseScreen.register_event_type('on_refresh')