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