本文整理汇总了Python中gui.Gui.update方法的典型用法代码示例。如果您正苦于以下问题:Python Gui.update方法的具体用法?Python Gui.update怎么用?Python Gui.update使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类gui.Gui
的用法示例。
在下文中一共展示了Gui.update方法的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: __init__
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
class Othello:
def __init__(self):
self.gui = Gui()
self.setup_game()
def read_board_file(self, file_name):
f = open(file_name)
lines = [line.strip() for line in f]
f.close()
board = np.zeros((8, 8), dtype=np.integer)
# Read In Board File
i = 0
for line in lines[:8]:
j = 0
for char in line.split():
board[i][j] = int(char)
j += 1
i += 1
# Set Current Turn
if int(lines[8]) == WHITE:
self.now_playing, self.other_player = self.other_player, self.now_playing
return board
def setup_game(self):
options = self.gui.show_options()
if options['player_1'] == COMPUTER:
self.now_playing = player.ComputerPlayer(BLACK, int(options['player_1_time']), self.gui)
else:
self.now_playing = player.HumanPlayer(BLACK, gui=self.gui)
if options['player_2'] == COMPUTER:
self.other_player = player.ComputerPlayer(WHITE, int(options['player_2_time']), self.gui)
else:
self.other_player = player.HumanPlayer(WHITE, gui=self.gui)
if options.has_key('load_file'):
self.board = board.Board(self.read_board_file(options['load_file']))
else:
self.board = board.Board()
def run(self):
self.gui.show_game(self.board)
while True:
winner = self.board.game_won()
if winner is not None:
break
self.now_playing.set_current_board(self.board)
if self.board.get_valid_moves(self.now_playing.color) != []:
self.board = self.now_playing.get_move()
self.gui.update(self.board, self.other_player)
self.now_playing, self.other_player = self.other_player, self.now_playing
self.gui.show_winner(winner, self.board)
self.restart()
def restart(self):
self.setup_game()
self.run()
示例2: TPBattStat
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
class TPBattStat():
def __init__(self, mode, forceDelay=None, forceIconSize=None):
self.mode = mode
self.forceDelay = forceDelay
self.prefs = Prefs()
self.battStatus = BattStatus(self.prefs)
self.actions = Actions(self.prefs, self.battStatus)
if self.mode == "gtk" or self.mode == "prefs":
self.gui = Gui(self.prefs, self.battStatus)
elif self.mode == "json" or self.mode == "dzen":
self.guiMarkupPrinter = GuiMarkupPrinter(
self.prefs, self.battStatus, forceIconSize)
def getGui(self):
return self.gui
def startUpdate(self):
self.curDelay = -1
self.update()
def update(self):
try:
self.prefs.update()
except Exception as e:
print 'ignoring prefs'
print e.message
if self.forceDelay != None:
self.prefs['delay'] = self.forceDelay
self.battStatus.update(self.prefs)
self.actions.performActions()
if self.mode == "gtk":
self.gui.update()
elif self.mode == "json" or self.mode == "dzen":
try:
if self.mode == "json":
markup = self.guiMarkupPrinter.getMarkupJson()
elif self.mode == "dzen":
markup = self.guiMarkupPrinter.getMarkupDzen()
print markup
sys.stdout.flush()
except IOError, e:
print >> sys.stderr, "STDOUT is broken, assuming external gui is dead"
sys.exit(1)
if self.prefs['delay'] != self.curDelay:
self.curDelay = self.prefs['delay']
if self.curDelay <= 0:
self.curDelay = 1000
gobject.timeout_add(self.curDelay, self.update)
return False
else:
return True
示例3: ClientGame
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
class ClientGame (Engine):
""" Plays the game. Does not have any game logic. It send player input to
the server which will eventually tell the client's game what to do. """
# Constructor {{{1
def __init__ (self, loop, forum, world):
print 'C: Begin game engine.'
Engine.__init__ (self, loop)
self.forum = forum
self.world = world
# Set up the relays.
publisher = self.forum.get_publisher()
subscriber = self.forum.get_subscriber()
self.reflex = Reflex(self, subscriber, self.world)
self.player_relay = PlayerRelay(self, publisher, self.world)
self.gui = Gui(self.world, self.player_relay)
def setup (self):
self.reflex.setup()
self.player_relay.setup()
self.gui.setup()
self.forum.lock()
# Update {{{1
def update (self, time):
self.forum.update()
self.reflex.update(time)
self.player_relay.update(time)
self.world.update(time)
self.gui.update(time)
# Methods {{{1
def game_over(self):
# Called by the Reflex?
print 'Game over.'
self.exit_engine()
def successor (self):
self.forum.unlock()
return ClientPostgame(self.loop, self.forum, self.world, self.gui)
def teardown (self):
time.sleep(1)
示例4: Game
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
class Game(object):
def __init__(self, width=1280, height=720, fps=120):
pygame.init()
self.width = width
self.height = height
self.screen = pygame.display.set_mode((width, height), pygame.DOUBLEBUF)
self.background = pygame.Surface(self.screen.get_size()).convert()
self.clock = pygame.time.Clock()
self.fps = fps
self.wave = 0
self.font = pygame.font.Font(None, 30)
self.score = 0
self.event_dispatch = EventDispatcher()
#Init all user interface staff
self.gui = Gui()
self.gui.set_event_dispatcher(self.event_dispatch)
#Init all entities
self.entities = Entities()
self.entities.set_event_dispatcher(self.event_dispatch)
def run(self):
while True:
event = pygame.event.poll()
if event.type == pygame.QUIT:
break
self.clock.tick(self.fps)
self.screen.fill(pygame.Color("#3d863d"))
self.entities.update()
self.gui.update()
pygame.display.flip()
pygame.quit()
def display_gameover(self):
font = pygame.font.Font(None, 72)
text = font.render("WASTED", 1, (255, 255, 255))
#TODO: Bad idea. Later: why? Comment more clearly
self.screen.blit(text, (640, 360))
示例5: App
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
class App(object):
"""Manage application controllers, respond to user input, run master loop.
This class wraps together the various components of the application. It is
the application entry point. On startup, it creates an instance of each
controller. The run() method starts each controller and runs the master loop
until the user quits.
Settings:
experimentName: used to label the output directory and in output metadata
keyBindings: a dictionary where the keys are 'quit', 'toggleStimulator',
and 'triggerStimulator', and the values are one-character strings
representing the button that triggers the action specified by the key
outputRootDir: directory where the folder containing trial data will be
created
"""
def __init__(self, **kwargs):
"""Initialize the keycode bindings and all controllers, create output dir."""
settings = {
'experimentName' : 'someNameHere',
'outputRootDir' : os.path.normpath(os.path.expanduser("~/kauferdata")),
'keyBindings' : {
'quit' : 'q',
'toggleStimulator' : 't',
'triggerStimulator' : 's'
},
'audio' : {},
'gui' : {},
'stimulator' : { 'activeProtocolName' : 'nucleusAccumbensExample' },
'tracker' : {},
'videoIn' : {},
'videoOut' : {},
'writer' : {},
}
settings.update(kwargs)
trialDir = "{0}_{1}_{2}".format(time.strftime("%y%m%d%H%M%S"),
settings['experimentName'], settings['stimulator']['activeProtocolName'])
settings['outputDataDir'] = os.path.join(settings['outputRootDir'], trialDir)
self.keyBindings = settings['keyBindings']
self.keycodeBindings = {k: getattr(opencvgui.keycodes, v)
for k,v in self.keyBindings.items() }
os.makedirs(os.path.join(settings['outputDataDir'], 'audio'))
self.writeExperimentData(settings)
for x in ['audio', 'videoOut', 'writer']:
kwargs[x] = {} if not kwargs.has_key(x) else kwargs[x]
kwargs[x]['outputDataDir'] = settings['outputDataDir']
# gui and writer both need a reference to the app instance because they
# draw on the state of so many other controllers
self.audio = Audio(**settings['audio'])
self.gui = Gui(self, **settings['gui'])
self.stimulator = Stimulator(**settings['stimulator'])
self.tracker = Tracker(**settings['tracker'])
self.videoIn = VideoIn(**settings['videoIn'])
self.videoOut = VideoOut(**settings['videoOut'])
self.writer = Writer(self, **settings['writer'])
def run(self):
"""Respond to user input and run the master application loop.
This method has three basic sections. Before the loop starts, the start()
method is called on all controllers. The central loop calls update() on
each controller until it is terminated by a user-issued quit keystroke.
Keystrokes are listened for at the start of each loop iteration.
"""
self.printKeybindings()
self.startTime = self.lastTime = time.clock()
self.audio.start()
self.gui.start()
self.stimulator.start()
self.tracker.start()
self.videoIn.start()
self.videoOut.start()
self.writer.start()
while True:
# respond to user input
lastKeyStroke = cv2.waitKey(20) # 20 is the number of ms to wait for key
if lastKeyStroke != -1: # -1 means there was no keystroke
if lastKeyStroke == self.keycodeBindings['quit']:
break
if lastKeyStroke == self.keycodeBindings['triggerStimulator']:
self.stimulator.trigger()
if lastKeyStroke == self.keycodeBindings['toggleStimulator']:
self.stimulator.toggle()
# update state
self.currTime = time.clock()
self.totalTimeElapsed = self.currTime - self.startTime
self.audio.update()
self.videoIn.update()
self.tracker.update(self.videoIn, self.currTime)
self.stimulator.update(self.currTime, self.tracker)
self.videoOut.update(self.videoIn, self.tracker, self.stimulator)
self.gui.update()
self.lastTime = self.currTime
self.writer.update()
#.........这里部分代码省略.........
示例6: Recorder
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
class Recorder(object):
def __init__(self, num_frames=settings.BUFFER_LENGTH, limit_fps=None):
if SHOW_WINDOW:
cv2.namedWindow("preview")
self.last_video_frame = None
self.num_frames = num_frames
self.frames = [None] * self.num_frames
self.current_jpg_frame = None
self.buffer_index = 0
self.keep_running = True
self.frame_rate = 0
self.last_frame = time.time()
self.limit_fps = limit_fps
self.api = Api(self)
self.api_lock = threading.Lock()
self.motion_detector = MotionDetector()
self.ser = serial.Serial('/dev/ttyUSB0', 9600, timeout=1)
self.encoding_subprocesses = []
self.last_serial_command = None
self.encoding_started = datetime.datetime.now()
if settings.UI_ENABLED:
if settings.UI_RESOLUTION:
self.gui = Gui(width=settings.UI_RESOLUTION[0], height=settings.UI_RESOLUTION[1])
else:
self.gui = Gui()
# Test recording button
base_state = (
self.gui.recording_button,
[150, 150, 90],
{}
)
hover_state = (
self.gui.recording_button,
[150, 150, 90],
{'highlight':True}
)
active_state = (
self.gui.recording_button,
[150, 150, 90],
{'active':True}
)
callback = lambda: self.log("triggered")#self.calibrate
self.gui.add_element(element_id=2, base_state=base_state, hover_state=hover_state, active_state=active_state, callback=callback)
base_state = (
self.gui.button,
[100, 100, 200, 30, 'Yeah buttons Baby'],
{}
)
hover_state = (
self.gui.button,
[98, 98, 204, 34, 'Yeah buttons Baby'],
{'fill_color': Color(0.95, 0.95, 0.95), 'bold':True}
)
active_state = (
self.gui.button,
[98, 98, 204, 34, 'Yeah buttons Baby'],
{'fill_color': Color(0.9, 0.9, 0.9), 'bold': True}
)
callback = self.calibrate
#self.gui.add_element(element_id=1, base_state=base_state, hover_state=hover_state, active_state=active_state, callback=callback)
self.gui.update()
else:
self.gui = None
def start_encoding_animation(self):
self.encoding_started = datetime.datetime.now()
self.last_serial_command = 'f'
self.ser.write('f')
def stop_encoding_animation(self):
if self.last_serial_command != 's':
self.last_serial_command = 's'
self.ser.write('s')
def log(self, text):
print text
def array(self, image):
return numpy.asarray(image[:,:])
def threshold(self, grayscale_array, low, high, value=1):
grayscale_array = value * numpy.logical_and(grayscale_array >= low, grayscale_array < high)
return grayscale_array
def update_frame_rate(self):
# FIXME: save some kind of average for the fps
self.frame_diff = time.time() - self.last_frame
if self.limit_fps:
#.........这里部分代码省略.........
示例7: World
# 需要导入模块: from gui import Gui [as 别名]
# 或者: from gui.Gui import update [as 别名]
from __future__ import division
import sys
from world import World
from gui import Gui
import pygame
from pygame.locals import *
clock = pygame.time.Clock()
frequency = 40
world = World()
gui = Gui(world)
while world.is_running():
time = clock.tick(frequency) / 1000
world.update(time)
gui.update(time)
print "Have a nice day!"