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Python glfw.KEY_A属性代码示例

本文整理汇总了Python中glfw.KEY_A属性的典型用法代码示例。如果您正苦于以下问题:Python glfw.KEY_A属性的具体用法?Python glfw.KEY_A怎么用?Python glfw.KEY_A使用的例子?那么恭喜您, 这里精选的属性代码示例或许可以为您提供帮助。您也可以进一步了解该属性所在glfw的用法示例。


在下文中一共展示了glfw.KEY_A属性的7个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: _map_keys

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def _map_keys(self):
        key_map = self.io.key_map

        key_map[imgui.KEY_TAB] = glfw.KEY_TAB
        key_map[imgui.KEY_LEFT_ARROW] = glfw.KEY_LEFT
        key_map[imgui.KEY_RIGHT_ARROW] = glfw.KEY_RIGHT
        key_map[imgui.KEY_UP_ARROW] = glfw.KEY_UP
        key_map[imgui.KEY_DOWN_ARROW] = glfw.KEY_DOWN
        key_map[imgui.KEY_PAGE_UP] = glfw.KEY_PAGE_UP
        key_map[imgui.KEY_PAGE_DOWN] = glfw.KEY_PAGE_DOWN
        key_map[imgui.KEY_HOME] = glfw.KEY_HOME
        key_map[imgui.KEY_END] = glfw.KEY_END
        key_map[imgui.KEY_DELETE] = glfw.KEY_DELETE
        key_map[imgui.KEY_BACKSPACE] = glfw.KEY_BACKSPACE
        key_map[imgui.KEY_ENTER] = glfw.KEY_ENTER
        key_map[imgui.KEY_ESCAPE] = glfw.KEY_ESCAPE
        key_map[imgui.KEY_A] = glfw.KEY_A
        key_map[imgui.KEY_C] = glfw.KEY_C
        key_map[imgui.KEY_V] = glfw.KEY_V
        key_map[imgui.KEY_X] = glfw.KEY_X
        key_map[imgui.KEY_Y] = glfw.KEY_Y
        key_map[imgui.KEY_Z] = glfw.KEY_Z 
开发者ID:swistakm,项目名称:pyimgui,代码行数:24,代码来源:glfw.py

示例2: key_input_clb

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def key_input_clb(window, key, scancode, action, mode):
    global left, right, forward, backward
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    if key == glfw.KEY_W and action == glfw.PRESS:
        forward = True
    elif key == glfw.KEY_W and action == glfw.RELEASE:
        forward = False
    if key == glfw.KEY_S and action == glfw.PRESS:
        backward = True
    elif key == glfw.KEY_S and action == glfw.RELEASE:
        backward = False
    if key == glfw.KEY_A and action == glfw.PRESS:
        left = True
    elif key == glfw.KEY_A and action == glfw.RELEASE:
        left = False
    if key == glfw.KEY_D and action == glfw.PRESS:
        right = True
    elif key == glfw.KEY_D and action == glfw.RELEASE:
        right = False


# do the movement, call this function in the main loop 
开发者ID:totex,项目名称:Learn-OpenGL-in-python,代码行数:26,代码来源:ep21_texturing_from_framebuffers.py

示例3: on_press

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def on_press(self, window, key, scancode, action, mods):
        """
        Key handler for key presses.
        """

        # controls for moving position
        if key == glfw.KEY_W:
            self.pos[0] -= self._pos_step  # dec x
        elif key == glfw.KEY_S:
            self.pos[0] += self._pos_step  # inc x
        elif key == glfw.KEY_A:
            self.pos[1] -= self._pos_step  # dec y
        elif key == glfw.KEY_D:
            self.pos[1] += self._pos_step  # inc y
        elif key == glfw.KEY_F:
            self.pos[2] -= self._pos_step  # dec z
        elif key == glfw.KEY_R:
            self.pos[2] += self._pos_step  # inc z

        # controls for moving orientation
        elif key == glfw.KEY_Z:
            drot = rotation_matrix(angle=0.1, direction=[1., 0., 0.])[:3, :3]
            self.rotation = self.rotation.dot(drot)  # rotates x
        elif key == glfw.KEY_X:
            drot = rotation_matrix(angle=-0.1, direction=[1., 0., 0.])[:3, :3]
            self.rotation = self.rotation.dot(drot)  # rotates x
        elif key == glfw.KEY_T:
            drot = rotation_matrix(angle=0.1, direction=[0., 1., 0.])[:3, :3]
            self.rotation = self.rotation.dot(drot)  # rotates y
        elif key == glfw.KEY_G:
            drot = rotation_matrix(angle=-0.1, direction=[0., 1., 0.])[:3, :3]
            self.rotation = self.rotation.dot(drot)  # rotates y
        elif key == glfw.KEY_C:
            drot = rotation_matrix(angle=0.1, direction=[0., 0., 1.])[:3, :3]
            self.rotation = self.rotation.dot(drot)  # rotates z
        elif key == glfw.KEY_V:
            drot = rotation_matrix(angle=-0.1, direction=[0., 0., 1.])[:3, :3]
            self.rotation = self.rotation.dot(drot)  # rotates z 
开发者ID:StanfordVL,项目名称:robosuite,代码行数:40,代码来源:keyboard.py

示例4: key_callback

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def key_callback(self, window, key, scancode, action, mods):
        # Trigger on keyup only:
        if action != glfw.RELEASE:
            return
        if key == glfw.KEY_ESCAPE:
            self.env.close()

        # Increment experiment seed
        elif key == glfw.KEY_N:
            self.seed[0] += 1
            self.env.seed(self.seed)
            self.env_reset()
            self.action = self.zero_action(self.env.action_space)
        # Decrement experiment trial
        elif key == glfw.KEY_P:
            self.seed = [max(self.seed[0] - 1, 0)]
            self.env.seed(self.seed)
            self.env_reset()
            self.action = self.zero_action(self.env.action_space)
        if key == glfw.KEY_A:
            if isinstance(self.env.action_space, Box):
                self.action[self.action_mod_index] -= 0.05
        elif key == glfw.KEY_Z:
            if isinstance(self.env.action_space, Box):
                self.action[self.action_mod_index] += 0.05
        elif key == glfw.KEY_K:
            self.action_mod_index = (self.action_mod_index + 1) % self.num_action
        elif key == glfw.KEY_J:
            self.action_mod_index = (self.action_mod_index - 1) % self.num_action

        super().key_callback(window, key, scancode, action, mods) 
开发者ID:openai,项目名称:mujoco-worldgen,代码行数:33,代码来源:env_viewer.py

示例5: key_input_clb

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def key_input_clb(window, key, scancode, action, mode):
    global left, right, forward, backward
    if key == glfw.KEY_ESCAPE and action == glfw.PRESS:
        glfw.set_window_should_close(window, True)

    if key == glfw.KEY_W and action == glfw.PRESS:
        forward = True
    elif key == glfw.KEY_W and action == glfw.RELEASE:
        forward = False
    if key == glfw.KEY_S and action == glfw.PRESS:
        backward = True
    elif key == glfw.KEY_S and action == glfw.RELEASE:
        backward = False
    if key == glfw.KEY_A and action == glfw.PRESS:
        left = True
    elif key == glfw.KEY_A and action == glfw.RELEASE:
        left = False
    if key == glfw.KEY_D and action == glfw.PRESS:
        right = True
    elif key == glfw.KEY_D and action == glfw.RELEASE:
        right = False
    # if key in [glfw.KEY_W, glfw.KEY_S, glfw.KEY_D, glfw.KEY_A] and action == glfw.RELEASE:
    #     left, right, forward, backward = False, False, False, False


# do the movement, call this function in the main loop 
开发者ID:totex,项目名称:Learn-OpenGL-in-python,代码行数:28,代码来源:ep18_camera_WASD.py

示例6: on_press

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def on_press(self, window, key, scancode, action, mods):
        """
        Key handler for key presses.
        """

        # controls for moving position
        if key == glfw.KEY_W:
            # move forward
            move_camera(env=self.env, direction=[0., 0., -1.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_S:
            # move backward
            move_camera(env=self.env, direction=[0., 0., 1.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_A:
            # move left
            move_camera(env=self.env, direction=[-1., 0., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_D:
            # move right
            move_camera(env=self.env, direction=[1., 0., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_R:
            # move up
            move_camera(env=self.env, direction=[0., 1., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_F:
            # move down
            move_camera(env=self.env, direction=[0., -1., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id)


        # controls for moving rotation
        elif key == glfw.KEY_UP:
            # rotate up
            rotate_camera(env=self.env, direction=[1., 0., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_DOWN:
            # rotate down
            rotate_camera(env=self.env, direction=[-1., 0., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_LEFT:
            # rotate left
            rotate_camera(env=self.env, direction=[0., 1., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_RIGHT:
            # rotate right
            rotate_camera(env=self.env, direction=[0., -1., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_PERIOD:
            # rotate counterclockwise
            rotate_camera(env=self.env, direction=[0., 0., 1.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id)
        elif key == glfw.KEY_SLASH:
            # rotate clockwise
            rotate_camera(env=self.env, direction=[0., 0., -1.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id) 
开发者ID:StanfordVL,项目名称:robosuite,代码行数:47,代码来源:tune_camera.py

示例7: key_callback

# 需要导入模块: import glfw [as 别名]
# 或者: from glfw import KEY_A [as 别名]
def key_callback(self, window, key, scancode, action, mods):
        # Trigger on keyup only:
        if action != glfw.RELEASE:
            return
        if key == glfw.KEY_ESCAPE:
            self.env.close()

        # Increment experiment seed
        elif key == glfw.KEY_N:
            self.seed[0] += 1
            self.env.seed(self.seed)
            self.env_reset()
            self.action = self.zero_action(self.env.action_space)
        # Decrement experiment trial
        elif key == glfw.KEY_P:
            self.seed = [max(self.seed[0] - 1, 0)]
            self.env.seed(self.seed)
            self.env_reset()
            self.action = self.zero_action(self.env.action_space)
        current_action_space = self.env.action_space.spaces[self.action_types[self.action_type_mod_index]].spaces[0]
        if key == glfw.KEY_A:
            if isinstance(current_action_space, Box):
                self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] -= 0.05
            elif isinstance(current_action_space, Discrete):
                self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] = \
                    (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] - 1) % current_action_space.n
            elif isinstance(current_action_space, MultiDiscrete):
                self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] = \
                    (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] - 1) \
                    % current_action_space.nvec[self.action_mod_index]
        elif key == glfw.KEY_Z:
            if isinstance(current_action_space, Box):
                self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] += 0.05
            elif isinstance(current_action_space, Discrete):
                self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] = \
                    (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] + 1) % current_action_space.n
            elif isinstance(current_action_space, MultiDiscrete):
                self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] = \
                    (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] + 1) \
                    % current_action_space.nvec[self.action_mod_index]
        elif key == glfw.KEY_K:
            self.action_mod_index = (self.action_mod_index + 1) % self.num_action[self.action_type_mod_index]
        elif key == glfw.KEY_J:
            self.action_mod_index = (self.action_mod_index - 1) % self.num_action[self.action_type_mod_index]
        elif key == glfw.KEY_Y:
            self.agent_mod_index = (self.agent_mod_index + 1) % self.n_agents
        elif key == glfw.KEY_U:
            self.agent_mod_index = (self.agent_mod_index - 1) % self.n_agents
        elif key == glfw.KEY_G:
            self.action_type_mod_index = (self.action_type_mod_index + 1) % self.num_action_types
            self.action_mod_index = 0
        elif key == glfw.KEY_B:
            self.action_type_mod_index = (self.action_type_mod_index - 1) % self.num_action_types
            self.action_mod_index = 0

        super().key_callback(window, key, scancode, action, mods) 
开发者ID:openai,项目名称:multi-agent-emergence-environments,代码行数:58,代码来源:env_viewer.py


注:本文中的glfw.KEY_A属性示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。