Source code for direct.controls.InputState

from direct.directnotify import DirectNotifyGlobal
from direct.showbase import DirectObject
from direct.showbase.PythonUtil import SerialNumGen
from direct.showbase.MessengerGlobal import messenger


# internal class, don't create these on your own
[docs]class InputStateToken: _SerialGen = SerialNumGen() Inval = 'invalidatedToken'
[docs] def __init__(self, inputState): self._id = InputStateToken._SerialGen.next() self._hash = self._id self._inputState = inputState
[docs] def release(self): # subclasses will override assert False
[docs] def isValid(self): return self._id != InputStateToken.Inval
[docs] def invalidate(self): self._id = InputStateToken.Inval
def __hash__(self): return self._hash #snake_case alias: is_valid = isValid
[docs]class InputStateWatchToken(InputStateToken, DirectObject.DirectObject):
[docs] def release(self): self._inputState._ignore(self) self.ignoreAll()
[docs]class InputStateForceToken(InputStateToken):
[docs] def release(self): self._inputState._unforce(self)
[docs]class InputStateTokenGroup:
[docs] def __init__(self): self._tokens = []
[docs] def addToken(self, token): self._tokens.append(token)
[docs] def release(self): for token in self._tokens: token.release() self._tokens = []
#snake_case alias: add_token = addToken
[docs]class InputState(DirectObject.DirectObject): """ InputState is for tracking the on/off state of some events. The initial usage is to watch some keyboard keys so that another task can poll the key states. By the way, in general polling is not a good idea, but it is useful in some situations. Know when to use it:) If in doubt, don't use this class and listen for events instead. """ notify = DirectNotifyGlobal.directNotify.newCategory("InputState") # standard input sources WASD = 'WASD' QE = 'QE' ArrowKeys = 'ArrowKeys' Keyboard = 'Keyboard' Mouse = 'Mouse'
[docs] def __init__(self): # stateName->set(SourceNames) self._state = {} # stateName->set(SourceNames) self._forcingOn = {} # stateName->set(SourceNames) self._forcingOff = {} # tables to look up the info needed to undo operations self._token2inputSource = {} self._token2forceInfo = {} # inputSource->token->(name, eventOn, eventOff) self._watching = {} assert self.debugPrint("InputState()")
[docs] def delete(self): del self._watching del self._token2forceInfo del self._token2inputSource del self._forcingOff del self._forcingOn del self._state self.ignoreAll()
[docs] def isSet(self, name, inputSource=None): """ returns True/False """ #assert self.debugPrint("isSet(name=%s)"%(name)) if name in self._forcingOn: return True elif name in self._forcingOff: return False if inputSource: s = self._state.get(name) if s: return inputSource in s else: return False else: return name in self._state
[docs] def getEventName(self, name): return "InputState-%s" % (name,)
[docs] def set(self, name, isActive, inputSource=None): assert self.debugPrint("set(name=%s, isActive=%s, inputSource=%s)"%(name, isActive, inputSource)) # inputSource is a string that identifies where this input change # is coming from (like 'WASD', 'ArrowKeys', etc.) # Each unique inputSource is allowed to influence this input item # once: it's either 'active' or 'not active'. If at least one source # activates this input item, the input item is considered to be active if inputSource is None: inputSource = 'anonymous' if isActive: self._state.setdefault(name, set()) self._state[name].add(inputSource) else: if name in self._state: self._state[name].discard(inputSource) if len(self._state[name]) == 0: del self._state[name] # We change the name before sending it because this may # be the same name that messenger used to call InputState.set() # this avoids running in circles: messenger.send(self.getEventName(name), [self.isSet(name)])
[docs] def releaseInputs(self, name): # call this to act as if all inputs affecting this state have been released del self._state[name]
[docs] def watch(self, name, eventOn, eventOff, startState=False, inputSource=None): """ This returns a token; hold onto the token and call token.release() when you no longer want to watch for these events. Example:: # set up token = inputState.watch('forward', 'w', 'w-up', inputSource=inputState.WASD) ... # tear down token.release() """ assert self.debugPrint( "watch(name=%s, eventOn=%s, eventOff=%s, startState=%s)"%( name, eventOn, eventOff, startState)) if inputSource is None: inputSource = "eventPair('%s','%s')" % (eventOn, eventOff) # Do we really need to reset the input state just because # we're watching it? Remember, there may be multiple things # watching this input state. self.set(name, startState, inputSource) token = InputStateWatchToken(self) # make the token listen for the events, to allow multiple listeners for the same event token.accept(eventOn, self.set, [name, True, inputSource]) token.accept(eventOff, self.set, [name, False, inputSource]) self._token2inputSource[token] = inputSource self._watching.setdefault(inputSource, {}) self._watching[inputSource][token] = (name, eventOn, eventOff) return token
[docs] def watchWithModifiers(self, name, event, startState=False, inputSource=None): patterns = ('%s', 'control-%s', 'shift-control-%s', 'alt-%s', 'control-alt-%s', 'shift-%s', 'shift-alt-%s') tGroup = InputStateTokenGroup() for pattern in patterns: tGroup.addToken(self.watch(name, pattern % event, '%s-up' % event, startState=startState, inputSource=inputSource)) return tGroup
def _ignore(self, token): """ Undo a watch(). Don't call this directly, call release() on the token that watch() returned. """ inputSource = self._token2inputSource.pop(token) name, eventOn, eventOff = self._watching[inputSource].pop(token) token.invalidate() DirectObject.DirectObject.ignore(self, eventOn) DirectObject.DirectObject.ignore(self, eventOff) if len(self._watching[inputSource]) == 0: del self._watching[inputSource] # I commented this out because we shouldn't be modifying an # input state simply because we're not looking at it anymore. # self.set(name, False, inputSource)
[docs] def force(self, name, value, inputSource): """ Force isSet(name) to return 'value'. This returns a token; hold onto the token and call token.release() when you no longer want to force the state. Example:: # set up token = inputState.force('forward', True, inputSource='myForwardForcer') ... # tear down token.release() """ token = InputStateForceToken(self) self._token2forceInfo[token] = (name, inputSource) if value: if name in self._forcingOff: self.notify.error( "%s is trying to force '%s' to ON, but '%s' is already being forced OFF by %s" % (inputSource, name, name, self._forcingOff[name]) ) self._forcingOn.setdefault(name, set()) self._forcingOn[name].add(inputSource) else: if name in self._forcingOn: self.notify.error( "%s is trying to force '%s' to OFF, but '%s' is already being forced ON by %s" % (inputSource, name, name, self._forcingOn[name]) ) self._forcingOff.setdefault(name, set()) self._forcingOff[name].add(inputSource) return token
def _unforce(self, token): """ Stop forcing a value. Don't call this directly, call release() on your token. """ name, inputSource = self._token2forceInfo[token] token.invalidate() if name in self._forcingOn: self._forcingOn[name].discard(inputSource) if len(self._forcingOn[name]) == 0: del self._forcingOn[name] if name in self._forcingOff: self._forcingOff[name].discard(inputSource) if len(self._forcingOff[name]) == 0: del self._forcingOff[name]
[docs] def debugPrint(self, message): """for debugging""" return self.notify.debug( "%s (%s) %s"%(id(self), len(self._state), message))
#snake_case alias: watch_with_modifiers = watchWithModifiers is_set = isSet get_event_name = getEventName debug_print = debugPrint release_inputs = releaseInputs