Add events manager and mouse keyboard clients.
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										54
									
								
								game/events.py
									
									
									
									
									
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										54
									
								
								game/events.py
									
									
									
									
									
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					# Copyright (C) 2022 RozK
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					#
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					# This program is free software: you can redistribute it and/or modify
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					# it under the terms of the GNU Affero General Public License as published by
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					# the Free Software Foundation, either version 3 of the License, or
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					# (at your option) any later version.
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					#
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					# This program is distributed in the hope that it will be useful,
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					# but WITHOUT ANY WARRANTY; without even the implied warranty of
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					# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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					# GNU Affero General Public License for more details.
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					#
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					# You should have received a copy of the GNU Affero General Public License
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					# along with this program.  If not, see <http://www.gnu.org/licenses/>.
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					from engine import (
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					    buffer,
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					    EVENT_FOCUS_IN, EVENT_FOCUS_OUT,
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					    EVENT_KEY_PRESS, EVENT_KEY_RELEASE,
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					    EVENT_BUTTON_PRESS, EVENT_BUTTON_RELEASE,
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					    EVENT_MOTION,
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					    Event, create_events, destroy_events, consume_events)
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					_max_type = max(
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					    EVENT_FOCUS_IN, EVENT_FOCUS_OUT,
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					    EVENT_KEY_PRESS, EVENT_KEY_RELEASE,
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					    EVENT_BUTTON_PRESS, EVENT_BUTTON_RELEASE,
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					    EVENT_MOTION)
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					_max_events = 64
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					class Events:
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					    __slots__ = '_display', '_events', '_buffer', '_handlers'
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					    def __init__(self, display):
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					        self._display = display
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					        self._events = create_events(display)
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					        self._buffer = buffer(Event, _max_events)
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					        self._handlers = [[] for _ in range(_max_type + 1)]
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					    def __del__(self):
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					        destroy_events(self._display, self._events)
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					    def register(self, type, handler):
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					        assert type <= _max_type
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					        self._handlers[type].append(handler)
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					    def update(self):
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					        nevents = consume_events(self._events, self._buffer, _max_events)
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					        if nevents:
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					            for event in self._buffer[:nevents]:
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					                data = event.data
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					                for handler in self._handlers[event.type]:
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					                    handler(data)
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										27
									
								
								game/keyboard.py
									
									
									
									
									
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										27
									
								
								game/keyboard.py
									
									
									
									
									
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					# Copyright (C) 2022 RozK
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					#
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					# This program is free software: you can redistribute it and/or modify
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			||||||
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					# it under the terms of the GNU Affero General Public License as published by
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					# the Free Software Foundation, either version 3 of the License, or
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					# (at your option) any later version.
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					#
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					# This program is distributed in the hope that it will be useful,
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					# but WITHOUT ANY WARRANTY; without even the implied warranty of
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					# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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					# GNU Affero General Public License for more details.
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					#
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					# You should have received a copy of the GNU Affero General Public License
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					# along with this program.  If not, see <http://www.gnu.org/licenses/>.
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					from engine import EVENT_KEY_PRESS
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					class Keyboard:
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					    __slots__ = 'quit'
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					    def __init__(self, events):
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					        self.quit = False
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					        events.register(EVENT_KEY_PRESS, self.key_press_handler)
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					    def key_press_handler(self, data):
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					        if data.key.character == 'q':
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					            self.quit = True
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										52
									
								
								game/mouse.py
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
										52
									
								
								game/mouse.py
									
									
									
									
									
										Normal file
									
								
							@ -0,0 +1,52 @@
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					# Copyright (C) 2022 RozK
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			||||||
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					#
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			||||||
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					# This program is free software: you can redistribute it and/or modify
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			||||||
 | 
					# it under the terms of the GNU Affero General Public License as published by
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			||||||
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					# the Free Software Foundation, either version 3 of the License, or
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					# (at your option) any later version.
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					#
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					# This program is distributed in the hope that it will be useful,
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					# but WITHOUT ANY WARRANTY; without even the implied warranty of
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			||||||
 | 
					# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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					# GNU Affero General Public License for more details.
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 | 
					#
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			||||||
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					# You should have received a copy of the GNU Affero General Public License
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			||||||
 | 
					# along with this program.  If not, see <http://www.gnu.org/licenses/>.
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					from engine import (
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					    EVENT_BUTTON_PRESS, EVENT_BUTTON_RELEASE, EVENT_MOTION, BUTTON_LEFT, BUTTON_WHEEL_UP, BUTTON_WHEEL_DOWN)
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					class Mouse:
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					    __slots__ = 'buttons', 'wheel', 'wheel_min', 'position', 'drag'
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					    def __init__(self, events, wheel = 0, wheel_min = None):
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					        self.buttons = 0
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					        self.wheel = wheel
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					        self.wheel_min = wheel_min
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					        self.position = None
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					        self.drag = (0, 0)
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					        events.register(EVENT_BUTTON_PRESS, self.button_press_handler)
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					        events.register(EVENT_BUTTON_RELEASE, self.button_release_handler)
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					        events.register(EVENT_MOTION, self.motion_handler)
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					    def button_press_handler(self, data):
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					        button = data.button.index
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					        self.buttons |= 1 << button
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					        if button == BUTTON_WHEEL_UP:
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					            self.wheel -= 1
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					            if self.wheel_min is not None and self.wheel < self.wheel_min:
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					                self.wheel = self.wheel_min
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					        elif button == BUTTON_WHEEL_DOWN:
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					            self.wheel += 1
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					    def button_release_handler(self, data):
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					        self.buttons &= ~(1 << data.button.index)
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					    def motion_handler(self, data):
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					        new_x = data.motion.x
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					        new_y = data.motion.y
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					        if self.position and (self.buttons & (1 << BUTTON_LEFT)):
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					            prev_x, prev_y = self.position
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					            prev_dx, prev_dy = self.drag
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					            self.drag = (prev_dx + (new_x - prev_x), prev_dy + (new_y - prev_y))
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					        self.position = (new_x, new_y)
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