本文整理汇总了Python中menu.Menu.hide方法的典型用法代码示例。如果您正苦于以下问题:Python Menu.hide方法的具体用法?Python Menu.hide怎么用?Python Menu.hide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menu.Menu
的用法示例。
在下文中一共展示了Menu.hide方法的6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: show_menu
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import hide [as 别名]
def show_menu(self, command, options):
"""Shows the tab-completion menu"""
menu = Menu(self.win, options )
option = menu.run()
menu.hide()
if option is not None:
self.set_buffer(command + ' ' + option)
示例2: MACEntry
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import hide [as 别名]
#.........这里部分代码省略.........
else:
(mac_segment_width, mac_segment_height) = get_content_size(mac_segment)
mac_segment_x = mac_segment_distance * mac_segment_index
mac_segment_offset_x = (mac_segment_distance - mac_segment_width) / 2
mac_char_width = mac_segment_width / len(mac_segment)
# Append mac char position.
for (mac_char_index, mac_char) in enumerate(mac_segment):
self.cursor_positions.append(mac_segment_x + mac_segment_offset_x + mac_char_width * mac_char_index)
# Append the position of last char in mac segment.
self.cursor_positions.append(mac_segment_x + mac_segment_offset_x + mac_char_width * (mac_char_index + 1))
def button_press_mac_entry(self, widget, event):
self.draw_area.grab_focus()
if event.x <= self.cursor_positions[0]:
self.set_cursor_index(0)
elif event.x >= self.cursor_positions[-1]:
self.set_cursor_index(len(self.mac))
else:
ip_segment_distance = self.width / self.segment_number
segment_index = int(event.x / ip_segment_distance)
for (cursor_index, cursor_position) in enumerate(self.cursor_positions):
if len(self.mac.split(self.segment_split_char)[segment_index]) == 0:
self.set_cursor_index(segment_index)
break
elif cursor_position < event.x <= self.cursor_positions[cursor_index + 1]:
self.set_cursor_index(cursor_index)
break
# Hide right menu immediately.
self.right_menu.hide()
if is_double_click(event):
self.highlight_current_segment()
elif is_left_button(event):
self.clear_highlight_segment()
elif is_right_button(event):
x, y = self.window.get_root_origin()
wx, wy = int(event.x), int(event.y)
(offset_x, offset_y) = widget.translate_coordinates(self, 0, 0)
(_, px, py, modifier) = widget.get_display().get_pointer()
self.right_menu.show((px - offset_x, py - wy - offset_y + widget.allocation.height))
self.queue_draw()
def select_current_segment(self):
'''
Select current mac segment.
'''
self.highlight_current_segment()
self.queue_draw()
def cut_to_clipboard(self):
'''
Cut mac address to clipboard.
'''
clipboard = gtk.Clipboard()
clipboard.set_text(self.get_mac())
self.set_mac(self.default_address)
self.move_to_start()
def copy_to_clipboard(self):
'''
示例3: Main
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import hide [as 别名]
#.........这里部分代码省略.........
base.cTrav = CollisionTraverser("base collision traverser")
base.pusher = CollisionHandlerPusher()
self.menu = Menu()
self.credits = Credits()
self.charSelection = CharacterSelection()
self.levelSelection = LevelSelection()
self.koScreen = KoScreen()
self.hud = Hud()
self.menuMusic = loader.loadMusic("assets/audio/menuMusic.ogg")
self.menuMusic.setLoop(True)
self.fightMusic = loader.loadMusic("assets/audio/fightMusic.ogg")
self.fightMusic.setLoop(True)
base.audio3d = Audio3DManager(base.sfxManagerList[0], camera)
#
# Event handling
#
self.accept("escape", self.__escape)
#
# Start with the menu
#
self.request("Menu")
#
# FSM PART
#
def enterMenu(self):
show_cursor()
self.accept("Menu-Start", self.request, ["CharSelection"])
self.accept("Menu-Credits", self.request, ["Credits"])
self.accept("Menu-Quit", self.quit)
self.ignore("KoScreen-Back")
self.koScreen.hide()
self.menu.show()
if self.menuMusic.status() != AudioSound.PLAYING:
self.menuMusic.play()
if self.fightMusic.status() == AudioSound.PLAYING:
self.fightMusic.stop()
def exitMenu(self):
self.ignore("Menu-Start")
self.ignore("Menu-Credits")
self.ignore("Menu-Quit")
self.menu.hide()
def enterCredits(self):
self.accept("Credits-Back", self.request, ["Menu"])
self.koScreen.hide()
self.credits.show()
def exitCredits(self):
self.ignore("Credits-Back")
self.credits.hide()
def enterCharSelection(self):
self.accept("CharSelection-Back", self.request, ["Menu"])
self.accept("CharSelection-Start", self.request, ["LevelSelection"])
self.charSelection.show()
def exitCharSelection(self):
self.ignore("CharSelection-Start")
self.ignore("CharSelection-Back")
self.charSelection.hide()
self.selectedChar1 = self.charSelection.selectedCharacter1
self.selectedChar2 = self.charSelection.selectedCharacter2
示例4: Menu
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import hide [as 别名]
return ch == curses.KEY_MOUSE
# Create main menu
mainMenuNames = [" Connect to Database ", " Help ", " Quit "]
mainMenuY = 2
mainMenu = Menu(mainMenuY, curses.COLS/4, len(mainMenuNames), curses.COLS, mainMenuNames, False, SELECTED_COLOR)
# Create window to use to clear everything but the tab bar area
helpWin = curses.newwin(curses.LINES - mainMenuY + 3, curses.COLS, mainMenuY + 3, 0)
# Create menu for previously connected databases (then hide it)
prevDatabaseNames = getNicknames()
prevDatabasesMaxX = 20
mainMenuY += 4
prevDatabasesMenu = Menu(mainMenuY, 0, curses.LINES - 9, prevDatabasesMaxX, prevDatabaseNames, True, SELECTED_COLOR)
prevDatabasesMenu.hide()
# Create input boxes
inputPrompts = ["\nusername:", "\npassword:", "\n db name:", "\nhostname:", "\nnickname:"]
databaseInputBoxes = []
databaseInputBoxesX = prevDatabasesMaxX + 2
databaseInputBoxesY = []
for i in range(0, 5):
databaseInputBoxesY.append(mainMenuY + i*3)
databaseInputBoxes.append(InputBox(inputPrompts[i], databaseInputBoxesY[i], databaseInputBoxesX, 1))
databaseInputBoxes[i].hide()
# Three connect buttons and a delete button for the previously save DBs
prevConnect = Menu(curses.LINES - 1, 0, 1, 12, ["connect"])
prevDelete = Menu(curses.LINES - 1, 10, 1, 12, ["delete"])
newsqlConnect = Menu(curses.LINES - 1, databaseInputBoxesX, 1, 16, ["sql connect"])
示例5: FSMGame
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import hide [as 别名]
class FSMGame(FSM):
def __init__(self):
FSM.__init__(self, "FSM-Game")
self.menu = Menu()
self.gameResult = Result()
self.numNPCs = 7
self.musicMenu = loader.loadMusic("Eraplee Noisewall Orchestra - Bermuda Fire.ogg")
self.musicMenu.setLoop(True)
self.musicGame = loader.loadMusic("Echovolt - Nothing to Fear.ogg")
self.musicGame.setLoop(True)
def enterMenu(self):
helper.show_cursor()
self.menu.show()
self.musicMenu.play()
def exitMenu(self):
self.menu.hide()
self.musicMenu.stop()
def enterSingleplayer(self):
helper.hide_cursor()
self.musicGame.play()
self.world = World()
self.player = Player()
self.player.setPos(self.world.getStartPos(1))
self.player.setTeam("Yellow")
self.player.setColor(LPoint3f(1, 1, 0))
#self.player.setSpectator(self.world.getSpectatorNode())
# create non player characters
self.npcs = []
for i in range(self.numNPCs):
self.npcs.append(NPC())
self.npcs[i].setPos(self.world.getStartPos(i+2))
self.npcs[i].setBunker(self.world.getBunker())
if i < self.numNPCs/2:
self.npcs[i].setTeam("Yellow")
self.npcs[i].setColor(LPoint3f(1, 1, 0))
else:
self.npcs[i].setTeam("Blue")
self.npcs[i].setColor(LPoint3f(0, 0, 1))
for i in range(self.numNPCs):
el = []
if self.npcs[i].playerTeam != self.player.playerTeam:
el.append(self.player)
for j in range(self.numNPCs):
if self.npcs[i].playerTeam != self.npcs[j].playerTeam:
el.append(self.npcs[j])
self.npcs[i].setEnemies(el)
number = OnscreenText(
text = "",
scale = 0.75,
pos = (0, -0.1875),
fg = (1,1,1,1),
align = TextNode.ACenter)
def startSingleplayer():
number.destroy()
self.world.run()
self.player.run()
for npc in self.npcs:
npc.run()
taskMgr.add(self.checkGameOver, "checkGameOver")
def setNumber(num):
number["text"] = str(num)
number["scale"] = 0.75
inter = number.scaleInterval(1.0, 0)
# setup a sequence that will count down for us
self.countdownSeq = Sequence(
Func(setNumber, 3),
inter,
Func(setNumber, 2),
inter,
Func(setNumber, 1),
inter,
Func(setNumber, "GO"),
inter,
Func(startSingleplayer))
self.countdownSeq.start()
def exitSingleplayer(self):
self.countdownSeq.finish()
self.player.stop()
for i in range(len(self.npcs)):
self.npcs[i].stop()
self.npcs = []
self.world.stop()
del self.world
self.gameResult.hide()
taskMgr.remove("checkGameOver")
#.........这里部分代码省略.........
示例6: InputBox
# 需要导入模块: from menu import Menu [as 别名]
# 或者: from menu.Menu import hide [as 别名]
#
inputbox = InputBox(root, pos=(20, 200), size=(60, 20))
inputbox = InputBox(root, pos=(20, 250), size=(50, 20))
inputbox = InputBox(root, pos=(20, 300), size=(40, 20))
inputbox = InputBox(root, pos=(20, 350), size=(30, 20))
menu = Menu(root, level=1000, pos=(10, 10), margin=2, itemsize=(120, 28), vertical=True)
menu.add_item('bark1', barker('bark1'))
menu.add_item('bark2', barker('bark2'))
menu.add_item('bark3', barker('bark3'))
menu.add_item('bark3', barker('bark3'))
menu.add_item('bark3', barker('bark3'))
menu.add_item('bark3', barker('bark3'))
menu.add_item('bark3', barker('bark3'))
menu.add_item('bark3', barker('bark3'))
menu.hide()
def show_menu(event):
if menu.is_visible():
menu.pos = event.pos
else:
menu.pos = event.pos
menu.show()
root.bind(EV_RCLICK, show_menu, BLK_POST_BLOCK)
root.bind(EV_CLICK, menu.hide, BLK_POST_BLOCK)
ser1 = Servo(root, sid=3, bias=512, size=(630, 100), pos=(100, 20), direction=1)
ser2 = Servo(root, sid=3, bias=512, size=(630, 100), pos=(100, 122), direction=1)
ser3 = Servo(root, sid=3, bias=512, size=(630, 100), pos=(100, 224), direction=1)
ser1 = Servo(root, sid=3, bias=512, size=(630, 100), pos=(100, 20), direction=1)