def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
python类K_HOME的实例源码
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def _map_keys(self):
key_map = self.io.key_map
key_map[imgui.KEY_TAB] = pygame.K_TAB
key_map[imgui.KEY_LEFT_ARROW] = pygame.K_LEFT
key_map[imgui.KEY_RIGHT_ARROW] = pygame.K_RIGHT
key_map[imgui.KEY_UP_ARROW] = pygame.K_UP
key_map[imgui.KEY_DOWN_ARROW] = pygame.K_DOWN
key_map[imgui.KEY_PAGE_UP] = pygame.K_PAGEUP
key_map[imgui.KEY_PAGE_DOWN] = pygame.K_PAGEDOWN
key_map[imgui.KEY_HOME] = pygame.K_HOME
key_map[imgui.KEY_END] = pygame.K_END
key_map[imgui.KEY_DELETE] = pygame.K_DELETE
key_map[imgui.KEY_BACKSPACE] = pygame.K_BACKSPACE
key_map[imgui.KEY_ENTER] = pygame.K_RETURN
key_map[imgui.KEY_ESCAPE] = pygame.K_ESCAPE
key_map[imgui.KEY_A] = pygame.K_a
key_map[imgui.KEY_C] = pygame.K_c
key_map[imgui.KEY_V] = pygame.K_v
key_map[imgui.KEY_X] = pygame.K_x
key_map[imgui.KEY_Y] = pygame.K_y
key_map[imgui.KEY_Z] = pygame.K_z
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def CheckKeys(self):
"""
Check the keys that are evaluated on every main loop iteration.
I.e., they aren't just evaluated when first pressed down
"""
pygame.event.pump()
self.keys = keys = pygame.key.get_pressed()
if keys[pygame.K_LEFT]:
self.viewCenter -= (0.5, 0)
elif keys[pygame.K_RIGHT]:
self.viewCenter += (0.5, 0)
if keys[pygame.K_UP]:
self.viewCenter += (0, 0.5)
elif keys[pygame.K_DOWN]:
self.viewCenter -= (0, 0.5)
if keys[pygame.K_HOME]:
self.viewZoom = 1.0
self.viewCenter = (0.0, 20.0)
def on_key_press(self, event):
if event.type == pygame.KEYDOWN and event.key == pygame.K_UP:
self.scroll(50)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_PAGEUP:
self.scroll(500)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_HOME:
self.scroll('home')
elif event.type == pygame.KEYDOWN and event.key == pygame.K_DOWN:
self.scroll(-50)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_PAGEDOWN:
self.scroll(-500)
elif event.type == pygame.KEYDOWN and event.key == pygame.K_END:
self.scroll('end')