本文整理汇总了Python中scene.Scene.key_pressed方法的典型用法代码示例。如果您正苦于以下问题:Python Scene.key_pressed方法的具体用法?Python Scene.key_pressed怎么用?Python Scene.key_pressed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scene.Scene
的用法示例。
在下文中一共展示了Scene.key_pressed方法的4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: App
# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import key_pressed [as 别名]
class App(object):
"""Application main class"""
def __init__(self):
self._init_keyboard()
self.near = 1
self.fov = 60
builder = gtk.Builder()
builder.add_from_file(ui_file)
glconfig = self.init_glext()
self.drawing_area = GLDrawingArea(glconfig)
self.drawing_area.set_events(
gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.BUTTON1_MOTION_MASK
)
self.drawing_area.set_size_request(800, 800)
self.box3d = builder.get_object("hbox_3d")
builder.get_object("vbox4").pack_start(self.drawing_area)
win_main = builder.get_object("win_main")
win_main.set_events(gtk.gdk.KEY_PRESS_MASK | gtk.gdk.KEY_RELEASE_MASK)
win_main.connect("key-press-event", self._on_key_pressed)
win_main.connect("key-release-event", self._on_key_released)
win_main.show_all()
self.box3d.hide()
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
ratio = float(width) / float(height)
self.scene = Scene(self.fov, ratio, self.near)
self.drawing_area.add(self.scene)
builder.connect_signals(self)
self.statbar = builder.get_object("statbar")
self.drawing_area.connect("motion_notify_event", self._on_mouse_motion)
self.drawing_area.connect("button_press_event", self._on_button_pressed)
self.drawing_area.connect("configure_event", self._on_reshape)
self.drawing_area.connect_after("expose_event", self._after_draw)
self.rbut_trans = builder.get_object("rbut_trans")
self.rbut_isoscale = builder.get_object("rbut_isoscale")
self.rbut_scale = builder.get_object("rbut_scale")
self.rbut_rotate = builder.get_object("rbut_rotate")
self.rbut_xy = builder.get_object("rbut_xy")
self.rbut_xz = builder.get_object("rbut_xz")
self.rbut_yz = builder.get_object("rbut_yz")
self.sp_fov = builder.get_object("sp_fov")
self.sp_fov.set_value(self.fov)
self.sp_near = builder.get_object("sp_near")
self.sp_near.set_value(self.near)
self.sp_pos_x = builder.get_object("sp_pos_x")
self.sp_pos_y = builder.get_object("sp_pos_y")
self.sp_pos_z = builder.get_object("sp_pos_z")
self.sp_look_x = builder.get_object("sp_look_x")
self.sp_look_y = builder.get_object("sp_look_y")
self.sp_look_z = builder.get_object("sp_look_z")
self.on_but_pos_appyly_clicked(None)
self.tbut_add_c0 = builder.get_object("tbut_add_c0")
self.tbut_add_c2 = builder.get_object("tbut_add_c2")
self.tbut_add_inter = builder.get_object("tbut_add_interpolation")
self.tbut_del_curve = builder.get_object("tbut_del_curve")
self.tbut_sel_curve = builder.get_object("tbut_sel_curve")
self.tbut_add_surf_c0 = builder.get_object("tbut_add_surf_c0")
self.tbut_add_surf_c2 = builder.get_object("tbut_add_surf_c2")
self.tbut_add_pipe = builder.get_object("tbut_add_pipe")
self.tbut_add_gregory = builder.get_object("tbut_add_gregory")
self.tbut_cut = builder.get_object("tbut_cut_choose")
self.cbox_first = builder.get_object("cbox_first")
self.cbox_second = builder.get_object("cbox_second")
self.sp_delta = builder.get_object("sp_cut_delta")
self.sp_cut_u1 = builder.get_object("sp_cut_u1")
self.sp_cut_v1 = builder.get_object("sp_cut_v1")
self.sp_cut_u2 = builder.get_object("sp_cut_u2")
self.sp_cut_v2 = builder.get_object("sp_cut_v2")
cell = gtk.CellRendererText()
self.cbox_first.pack_start(cell, True)
self.cbox_first.add_attribute(cell, "text", 0)
cell = gtk.CellRendererText()
self.cbox_second.pack_start(cell, True)
#.........这里部分代码省略.........
示例2: App
# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import key_pressed [as 别名]
class App(object):
"""Application main class"""
def __init__(self):
self.move = [0,0,0]
self.dirskeys = ( ( ['w'] , ['s'] ) , ( ['a'] , ['d'] ) , ( ['e'] , ['q'] ) )
for d in self.dirskeys :
for e in d :
for i in range(len(e)) : e[i] = ( gtk.gdk.unicode_to_keyval(ord(e[i])) , False )
self.near = 1
self.far = 1000
self.fov = 60
builder = gtk.Builder()
builder.add_from_file(ui_file)
glconfig = self.init_glext()
self.drawing_area = GLDrawingArea(glconfig)
self.drawing_area.set_events( gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.BUTTON3_MOTION_MASK )
self.drawing_area.set_size_request(640,480)
builder.get_object("vbox1").pack_start(self.drawing_area)
self.tb_run = builder.get_object("tb_run")
self.sp_xb = builder.get_object("sp_xb")
self.sp_xe = builder.get_object("sp_xe")
self.sp_yb = builder.get_object("sp_yb")
self.sp_ye = builder.get_object("sp_ye")
self.sp_zb = builder.get_object("sp_zb")
self.sp_ze = builder.get_object("sp_ze")
self.sp_ms = builder.get_object("sp_miller_size")
self.cb_m = builder.get_object("cb_miller")
self.pbar = builder.get_object("pbar")
win_main = builder.get_object("win_main")
win_main.set_events( gtk.gdk.KEY_PRESS_MASK | gtk.gdk.KEY_RELEASE_MASK )
self.nosetdrill = False
win_main.connect('key-press-event' , self._on_key_pressed )
win_main.connect('key-release-event', self._on_key_released )
win_main.show_all()
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
ratio = float(width)/float(height)
self.scene = Scene( self.fov , ratio , self.near , self.far , meshes )
self.scene.set_speed( builder.get_object("sp_spd").get_value() )
self.drawing_area.add( self.scene )
builder.connect_signals(self)
self.drawing_area.connect('motion_notify_event',self._on_mouse_motion)
self.drawing_area.connect('button_press_event',self._on_button_pressed)
self.drawing_area.connect('configure_event',self._on_reshape)
self.drawing_area.connect_after('expose_event',self._after_draw)
gtk.timeout_add( 1 , self._refresh )
self.pbar.set_visible(False)
def _refresh( self ) :
self.drawing_area.queue_draw()
return True
def _after_draw( self , widget , data=None ) :
self.update_statusbar()
def update_statusbar( self ) :
pass
def _on_reshape( self , widget , data=None ) :
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
ratio = float(width)/float(height)
self.scene.set_screen_size( width , height )
def _on_button_pressed( self , widget , data=None ) :
if data.button == 3 :
self.mouse_pos = data.x , data.y
self.drawing_area.queue_draw()
def _on_mouse_motion( self , widget , data=None ) :
diff = map( op.sub , self.mouse_pos , (data.x , data.y) )
self.scene.mouse_move( diff )
self.mouse_pos = data.x , data.y
#.........这里部分代码省略.........
示例3: App
# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import key_pressed [as 别名]
class App(object):
"""Application main class"""
def __init__(self):
self.move = [0,0,0]
self.dirskeys = ( ( ['w'] , ['s'] ) , ( ['a'] , ['d'] ) , ( ['e'] , ['q'] ) )
for d in self.dirskeys :
for e in d :
for i in range(len(e)) : e[i] = ( gtk.gdk.unicode_to_keyval(ord(e[i])) , False )
self.near = 1
self.far = 1000
self.fov = 60
builder = gtk.Builder()
builder.add_from_file(ui_file)
glconfig = self.init_glext()
self.drawing_area = GLDrawingArea(glconfig)
self.drawing_area.set_events( gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.MOTION_NOTIFY | gtk.gdk.BUTTON1_MOTION_MASK | gtk.gdk.BUTTON3_MOTION_MASK )
self.drawing_area.set_size_request(320,240)
builder.get_object("vbox1").pack_start(self.drawing_area)
win_main = builder.get_object("win_main")
self.sp_l1 = builder.get_object("sp_l1")
self.sp_l2 = builder.get_object("sp_l2")
win_main.set_events( gtk.gdk.KEY_PRESS_MASK | gtk.gdk.KEY_RELEASE_MASK )
win_main.connect('key-press-event' , self._on_key_pressed )
win_main.connect('key-release-event', self._on_key_released )
self.scene = Scene( )
self.scene.set_robot_params( self.sp_l1.get_value() , self.sp_l2.get_value() )
self.drawing_area.add( self.scene , ( 0,0,1,1) )
# self.drawing_area.add( self.scene , (.5,0,.5,1) )
print 'Scene added'
win_main.show_all()
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
self.scene.set_screen_size( width , height )
builder.connect_signals(self)
# self.statbar = builder.get_object('statbar')
self.drawing_area.connect('motion_notify_event',self._on_mouse_motion)
self.drawing_area.connect('button_press_event',self._on_button_pressed)
self.drawing_area.connect('button_release_event',self._on_button_released)
self.drawing_area.connect('configure_event',self._on_reshape)
self.drawing_area.connect_after('expose_event',self._after_draw)
gtk.timeout_add( 1 , self._refresh )
def _refresh( self ) :
self.drawing_area.queue_draw()
return True
def _after_draw( self , widget , data=None ) :
self.update_statusbar()
def update_statusbar( self ) :
pass
def _on_reshape( self , widget , data=None ) :
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
ratio = float(width)/float(height)
self.scene.set_screen_size( width , height )
def _on_button_pressed( self , widget , data=None ) :
if data.button in (1,3) :
self.mouse_pos = data.x , data.y
self.scene.mouse_but_pressed( data.button , (data.x,data.y) )
self.drawing_area.queue_draw()
def _on_button_released( self , widget , data=None ) :
self.scene.mouse_but_released( data.button , (data.x,data.y) )
self.drawing_area.queue_draw()
def _on_mouse_motion( self , widget , data=None ) :
diff = map( op.sub , self.mouse_pos , (data.x , data.y) )
self.scene.mouse_move( diff , (data.x,data.y) )
self.mouse_pos = data.x , data.y
self.drawing_area.queue_draw()
#.........这里部分代码省略.........
示例4: App
# 需要导入模块: from scene import Scene [as 别名]
# 或者: from scene.Scene import key_pressed [as 别名]
class App(object):
"""Application main class"""
def __init__(self):
self._init_keyboard()
self.near = .01
self.far = 10
self.fov = 60
builder = gtk.Builder()
builder.add_from_file(ui_file)
glconfig = self.init_glext()
self.drawing_area = GLDrawingArea(glconfig)
self.drawing_area.set_events( gtk.gdk.BUTTON_PRESS_MASK | gtk.gdk.BUTTON_RELEASE_MASK | gtk.gdk.BUTTON3_MOTION_MASK )
self.drawing_area.set_size_request(800, 800)
builder.get_object("vbox1").pack_start(self.drawing_area)
self.scene = Scene( self.fov , 1 , self.near , self.far , self._load_cube_img(skybox_files) , self._load_img(duck_file) )
self.drawing_area.add( self.scene )
win_main = builder.get_object("win_main")
win_main.connect('key-press-event' , self._on_key_pressed )
win_main.connect('key-release-event', self._on_key_released )
win_main.show_all()
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
ratio = float(width)/float(height)
self.scene.set_ratio( ratio )
builder.connect_signals(self)
self.statbar = builder.get_object('statbar')
self.drawing_area.connect('motion_notify_event',self._on_mouse_motion)
self.drawing_area.connect('button_press_event',self._on_button_pressed)
self.drawing_area.connect('configure_event',self._on_reshape)
self.drawing_area.connect_after('expose_event',self._after_draw)
gtk.timeout_add( 1 , self._refresh )
def _init_keyboard( self ) :
self.move = [0,0,0]
self.dirskeys = ( ( ['w'] , ['s'] ) , ( ['a'] , ['d'] ) , ( ['e'] , ['q'] ) )
for d in self.dirskeys :
for e in d :
for i in range(len(e)) : e[i] = ( gtk.gdk.unicode_to_keyval(ord(e[i])) , False )
def _on_key_pressed( self , widget , data=None ) :
if not any(self.move) :
gtk.timeout_add( 20 , self._move_callback )
for i in range(len(self.dirskeys)) :
if (data.keyval,False) in self.dirskeys[i][0] :
self.dirskeys[i][0][ self.dirskeys[i][0].index( (data.keyval,False) ) ] = (data.keyval,True)
self.move[i]+= 1
elif (data.keyval,False) in self.dirskeys[i][1] :
self.dirskeys[i][1][ self.dirskeys[i][1].index( (data.keyval,False) ) ] = (data.keyval,True)
self.move[i]-= 1
def _on_key_released( self , widget , data=None ) :
for i in range(len(self.dirskeys)) :
if (data.keyval,True) in self.dirskeys[i][0] :
self.dirskeys[i][0][ self.dirskeys[i][0].index( (data.keyval,True) ) ] = (data.keyval,False)
self.move[i]-= 1
elif (data.keyval,True) in self.dirskeys[i][1] :
self.dirskeys[i][1][ self.dirskeys[i][1].index( (data.keyval,True) ) ] = (data.keyval,False)
self.move[i]+= 1
def _move_callback( self ) :
self.scene.key_pressed( self.move )
self.drawing_area.queue_draw()
return any(self.move)
def _refresh( self ) :
self.drawing_area.queue_draw()
return True
def _after_draw( self , widget , data=None ) :
self.update_statusbar()
def update_statusbar( self ) :
pass
def _on_reshape( self , widget , data=None ) :
width = self.drawing_area.allocation.width
height = self.drawing_area.allocation.height
ratio = float(width)/float(height)
self.scene.set_screen_size( width , height )
#.........这里部分代码省略.........