本文整理汇总了Python中pygame.K_F11属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_F11属性的具体用法?Python pygame.K_F11怎么用?Python pygame.K_F11使用的例子?那么, 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类pygame
的用法示例。
在下文中一共展示了pygame.K_F11属性的2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: check_keypress
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_F11 [as 别名]
def check_keypress():
try:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_q or event.key == pygame.K_a or event.key == pygame.K_KP_DIVIDE or event.key == pygame.K_BACKSPACE:
logger.debug("Keypress 'a' or 'q' or 'backspace' or 'keypad /' detected.")
return "end_event"
if event.key == pygame.K_n or event.key == pygame.K_SPACE or event.key == pygame.K_KP_PLUS:
logger.debug("Keypress 'n' or 'space' or 'keypad +' detected.")
return "next_event"
if event.key == pygame.K_r or event.key == pygame.K_KP_PERIOD or event.key == pygame.K_COMMA:
logger.debug("Keypress 'r' or ',' or 'keypad .' detected")
return "resume_rotation"
if event.key == pygame.K_p or event.key == pygame.K_KP_MULTIPLY:
logger.debug("Keypress 'p' or 'keypad *' detected")
return "pause_rotation"
for numeric_key_counter, key in enumerate([pygame.K_F1,pygame.K_F2,pygame.K_F3,pygame.K_F4,pygame.K_F5,pygame.K_F6,pygame.K_F7,pygame.K_F8,pygame.K_F9,pygame.K_F10,pygame.K_F11,pygame.K_F12]):
if event.key == key:
logger.debug("Keypress 'F" + str(numeric_key_counter + 1) + "' detected")
return numeric_key_counter
for numeric_key_counter, key in enumerate([pygame.K_KP0,pygame.K_KP1,pygame.K_KP2,pygame.K_KP3,pygame.K_KP4,pygame.K_KP5,pygame.K_KP6,pygame.K_KP7,pygame.K_KP8,pygame.K_KP9]):
if event.key == key:
logger.debug("Keypress 'keypad " + str(numeric_key_counter + 1) + "' detected")
return numeric_key_counter
else:
return None
except pygame.error as e:
logger.debug("Exception " + repr(e))
exit(0)
示例2: process_events
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_F11 [as 别名]
def process_events(self):
clicked = False
events = pygame.event.get()
for event in events:
# if the event is any type of quit request end the program
if event.type == pygame.QUIT:
quit()
# resize the window if its requested
elif event.type == pygame.VIDEORESIZE:
self.window_size = event.size
self.display_resize()
# evaluate keypresses
elif event.type == pygame.KEYDOWN:
# exit on Escape
if event.key == pygame.K_ESCAPE:
quit()
# switch to fullscreen on F11
elif event.key == pygame.K_F11:
self.fullscreen = not self.fullscreen
# evaluate all presses of the left mousebutton
elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
clicked = True
self.clicktime = pygame.time.get_ticks()
self.clickEvent = event
click = None
timediff = pygame.time.get_ticks() - self.clicktime
if clicked and self.await_dblclk == False and self.click is None:
self.await_dblclk = True
pass
elif clicked and timediff < self.dblclktime and self.await_dblclk:
click = "double"
self.await_dblclk = False
elif timediff > self.dblclktime and self.await_dblclk:
click = "single"
self.await_dblclk = False
if click != None:
self.await_dblclk = False
self.clicktime = 0
for element in self.elements:
if hasattr(element, 'Callback') and element.Callback != None and element.Rect.collidepoint(self.clickEvent.pos):
if click == "double" and element.DblclkCallback != None:
element.DblclkCallback()
else:
element.Callback()
# exit the programm