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Python Scatter.on_touch_up方法代码示例

本文整理汇总了Python中kivy.uix.scatter.Scatter.on_touch_up方法的典型用法代码示例。如果您正苦于以下问题:Python Scatter.on_touch_up方法的具体用法?Python Scatter.on_touch_up怎么用?Python Scatter.on_touch_up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kivy.uix.scatter.Scatter的用法示例。


在下文中一共展示了Scatter.on_touch_up方法的5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: on_touch_up

# 需要导入模块: from kivy.uix.scatter import Scatter [as 别名]
# 或者: from kivy.uix.scatter.Scatter import on_touch_up [as 别名]
	def on_touch_up (self, touch):
		# calls same function in it's ancestor, and slides the workspace
		Scatter.on_touch_up(self, touch)
		if not 'markerid' in touch.profile:
			return
		hand_id = int(touch.fid / self.hand_gesture_offset)
		gesture_id = touch.fid % self.hand_gesture_offset
		self.canvas.clear()
		self.draw()

		"""
		"  starts sliding  "
		"""
		if ('initial' in touch.ud) and touch.ud['initial'] != None and self.object_moving and hand_id != self.my_object.owner_id and self.x <= 0 and ((-1*self.x) % self.single_width() == 0):
			print 'about to slide'
			current = self.current_workspace()
			if touch.ud['initial'] > touch.x:
				if abs(touch.ud['initial'] - touch.x) > self.slide_threshold:
					current = current + 1
					if current >= len(self.frames):
						current = len(self.frames) - 1
					else:
						self.workspace_slide_event()
			else:
				if abs(touch.ud['initial'] - touch.x) > self.slide_threshold:
					current = current - 1
					if current < 0:
						current = 0
					else:
						self.workspace_slide_event()
			self.slide(current)
			touch.ud['initial'] = None
		return False
开发者ID:arasbm,项目名称:NTExperiment,代码行数:35,代码来源:neartouch.py

示例2: on_touch_up

# 需要导入模块: from kivy.uix.scatter import Scatter [as 别名]
# 或者: from kivy.uix.scatter.Scatter import on_touch_up [as 别名]
    def on_touch_up(self, touch):
        """
        Defines action whe the criterion is touched up
        :param touch: the touch point (position, type of touch, ...)
        """
        if not self.destroyed:
            from ZoneUtilisateur import ZoneUtilisateur
            if self.collide_point(touch.x, touch.y) and self.parent is not None and self.support != "tablette" and not self.validated:
                for child in self.parent.children:
                    if child.__class__ == ZoneUtilisateur and child.collide_point(self.center[0], self.center[1]) and child.is_connected():
                        data = '{"Criterion" : "' + self.texte + '", "IdUser" : "' + str(
                            self.createur.identifier) + '", "TextType" : "' + self.text_type + '", "Links" : ['
                        for link in self.links:
                            data += '{ "IdImage" :"' + str(link.id_img) + '",'
                            data += '"SrcImage" : "' + self.parent.get_animal(link.id_img).src_image + '",'
                            data += '"IdUser" :"' + str(link.id_usr) + '",'
                            data += '"Distance" :"' + str(link.distance) + '",'
                            data += '"Angle" :"' + str(link.angle) + '"},'
                        if len(self.links) > 0:
                            data = data[:-1]

                        data += '], "Fusionneurs" : ['
                        for participants in self.fusionneurs:
                            data += '{"IdUser" : "' + str(participants.identifier) + '"},'
                        if len(self.fusionneurs) > 0 :
                           data = data[:-1]
                        data += ']}\n'
                        self.parent.server.send_msg(data, child.user.socket)
                        self.canvas.clear()
                        self.destroyed = True
                        self.parent.criterions.remove(self)
                        self.parent.remove_widget(self)

            Scatter.on_touch_up(self, touch)
开发者ID:lachand,项目名称:StageIndicateursMultiDispositifs,代码行数:36,代码来源:Critere.py

示例3: on_touch_up

# 需要导入模块: from kivy.uix.scatter import Scatter [as 别名]
# 或者: from kivy.uix.scatter.Scatter import on_touch_up [as 别名]
	def on_touch_up (self, touch):
		# calls same function in it's ancestor, and slides the workspace
		Scatter.on_touch_up(self, touch)
		"""
		"  starts sliding  "
		"""
		if ('initial' in touch.ud) and touch.ud['initial'] != None and (not self.object_moving or touch.uid != self.my_object.owner_id) and self.x <= 0 and ((-1*self.x) % self.single_width() == 0) and self.enable_slide:
			current = self.current_workspace()
			# self.current_trial.ws_switch += 1
			#if self.x <= 0 and (-1*self.x) % self.single_width() != 0:
			if touch.ud['initial'] > touch.x:
				if abs(touch.ud['initial'] - touch.x) > self.slide_threshold:
					current = current + 1
					if current >= len(self.frames):
						current = len(self.frames) - 1
					else:
						self.workspace_slide_event()
			else:
				if abs(touch.ud['initial'] - touch.x) > self.slide_threshold:
					current = current - 1
					if current < 0:
						current = 0
					else:
						self.workspace_slide_event()
			self.slide(current)
			touch.ud['initial'] = None
		# if touch lefts from a target trigger that target
		"""
		"  release  "
		"""
		if self.sliding and self.object_moving and touch.uid == self.my_object.owner_id:
				self.stop_slide = True
		if self.object_moving and touch.uid == self.my_object.owner_id and ((-1*self.x) % self.single_width() == 0):
			self.object_moving = False
			self.play_release_sound()
			tx = touch.x
			ty = touch.y
			tx = self.push_out_border (tx, self.single_width())
			ty = self.push_out_border (ty, self.height)
			self.my_object.relocate(tx - self.x, ty - self.y)
			self.object_released_event()
			# if object is released on target, swap them and make a new target
			if self.my_target.collide_point(touch.x-self.x, touch.y-self.y):
				"""
				"  collide  "
				"""
				self.object_collide_event()
				self.swap_object_target()
				self.play_collide_sound()
			else:
				self.my_object.move_back()
			self.my_object.owner_id = None

		# TODO no idea about this - to be removed
		if self.my_target != None and self.my_target.collide_point(touch.x-self.x, touch.y-self.y):
			self.my_target.dispatch('on_touch_up', touch)
			return True
		return False
开发者ID:arasbm,项目名称:NTExperiment,代码行数:60,代码来源:multitouch.py

示例4: on_touch_up

# 需要导入模块: from kivy.uix.scatter import Scatter [as 别名]
# 或者: from kivy.uix.scatter.Scatter import on_touch_up [as 别名]
    def on_touch_up(self, touch):
        """
        Define actions to perform when the token is touched up
        :param touch: the touch point (position, type of touch, ...)
        """
        if self.collide_point(touch.x, touch.y):
            for criterion in self.parent.parent.criterions:
                if self.collide_point(criterion.center[0], criterion.center[1]) and not self.collide_widget(
                        self.parent.parent.get_zone_utilisateur(self.user)):
                    criterion.validate_by_user(self.id_usr, self.value)
                    self.parent.parent.update_vote()
            self.pos = self.Position

        Scatter.on_touch_up(self, touch)
开发者ID:lachand,项目名称:StageIndicateursMultiDispositifs,代码行数:16,代码来源:Vote.py

示例5: on_touch_up

# 需要导入模块: from kivy.uix.scatter import Scatter [as 别名]
# 或者: from kivy.uix.scatter.Scatter import on_touch_up [as 别名]
 def on_touch_up(self, touch):
     try:
         self.touches.remove(touch.uid)
         if not self.touches and not self.selected: 
             self.back_animation.start(self)
     except:
         pass
     return Scatter.on_touch_up(self, touch)
开发者ID:ArpegiusWhooves,项目名称:KivyPicturesExampleTest,代码行数:10,代码来源:main.py


注:本文中的kivy.uix.scatter.Scatter.on_touch_up方法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。