本文整理汇总了Python中pygame.K_PAGEDOWN属性的典型用法代码示例。如果您正苦于以下问题:Python pygame.K_PAGEDOWN属性的具体用法?Python pygame.K_PAGEDOWN怎么用?Python pygame.K_PAGEDOWN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类pygame
的用法示例。
在下文中一共展示了pygame.K_PAGEDOWN属性的3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 pygame [as 别名]
# 或者: from pygame import K_PAGEDOWN [as 别名]
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
示例2: KeyDown
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_PAGEDOWN [as 别名]
def KeyDown(self,event):
"""
if event.key == pygame.K_PAGEUP:
self.EasingAllPageLeft()
#self.SwapAndShow()
if event.key == pygame.K_PAGEDOWN:
self.EasingAllPageRight()
#self.SwapAndShow()
"""
if event.key == pygame.K_t:
self.DrawRun()
self.SwapAndShow()
"""
if event.key == CurKeys["Space"]:
self._CounterScreen.Draw()
self._CounterScreen.SwapAndShow()
self._CounterScreen.StartCounter()
"""
## leave rest to Pages
current_page_key_down_cb = getattr(self._CurrentPage,"KeyDown",None)
if current_page_key_down_cb != None:
if callable( current_page_key_down_cb ):
self._CurrentPage.KeyDown(event)
self._LastKey = event.key
示例3: update
# 需要导入模块: import pygame [as 别名]
# 或者: from pygame import K_PAGEDOWN [as 别名]
def update(self, events):
updated = False
for event in events: # type: pygame.event.Event
if event.type == pygame.KEYDOWN and self._orientation == 1 \
and event.key in (pygame.K_PAGEUP, pygame.K_PAGEDOWN):
direction = 1 if event.key == pygame.K_PAGEDOWN else -1
if self._scroll(direction * self._page_step):
self.change()
updated = True
elif self.mouse_enabled and event.type == pygame.MOUSEMOTION and self.scrolling:
if self._scroll(event.rel[self._orientation]):
self.change()
updated = True
elif self.mouse_enabled and event.type == pygame.MOUSEBUTTONDOWN:
if event.button in (4, 5) and self._orientation == 1:
# Vertical bar: scroll down (4) or up (5)
direction = -1 if event.button == 4 else 1
if self._scroll(direction * self._single_step):
self.change()
updated = True
else:
# The _slider_rect origin is related to the widget surface
if self._slider_rect.move(*self._rect.topleft).collidepoint(event.pos):
# Initialize scrolling
self.scrolling = True
elif self._rect.collidepoint(*event.pos):
# Moves towards the click by one "page" (= slider length without pad)
srect = self._slider_rect.move(*self._rect.topleft)
pos = (srect.x, srect.y)
direction = 1 if event.pos[self._orientation] > pos[self._orientation] else -1
if self._scroll(direction * self._page_step):
self.change()
updated = True
elif self.mouse_enabled and event.type == pygame.MOUSEBUTTONUP:
if self.scrolling:
self.scrolling = False
updated = True
return updated