mirror of
https://github.com/Febbweiss/mopidy-touchscreen.git
synced 2026-03-04 22:25:39 +00:00
156 lines
5.7 KiB
Python
156 lines
5.7 KiB
Python
import logging
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import time
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import pygame
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logger = logging.getLogger(__name__)
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class InputManager():
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click = 1
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swipe = 2
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long_click = 3
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key = 4
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long_click_min_time = 0.3
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up = 0
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down = 1
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left = 2
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right = 3
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enter = 4
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special_keys = [pygame.K_DOWN, pygame.K_UP, pygame.K_LEFT,
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pygame.K_RIGHT, pygame.K_RETURN]
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def __init__(self, size):
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self.down_pos = (0, 0)
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self.up_pos = (0, 0)
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self.screen_size = size
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self.max_move_margin = self.screen_size[1] / 6
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self.min_swipe_move = self.screen_size[1] / 3
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self.down_button = -1
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self.down_time = -1
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self.last_key = -1
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def event(self, event):
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if event.type == pygame.MOUSEBUTTONUP:
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if event.button == 4:
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touch_event = InputEvent(InputManager.swipe,
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self.down_pos,
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self.up_pos, True,
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InputManager.up, None)
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return touch_event
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elif event.button == 5:
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touch_event = InputEvent(InputManager.swipe,
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self.down_pos,
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self.up_pos, True,
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InputManager.down, None)
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return touch_event
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elif event.button == 1 and self.down_button == 1:
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touch_event = self.mouse_up(event)
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return touch_event
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elif event.button == 3 and self.down_button == 3:
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touch_event = InputEvent(InputManager.long_click,
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self.down_pos, self.up_pos,
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None, None, None)
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return touch_event
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else:
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return None
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elif event.type == pygame.MOUSEBUTTONDOWN:
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self.mouse_down(event)
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return None
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elif event.type == pygame.KEYDOWN:
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return self.key_down(event)
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elif event.type == pygame.KEYUP:
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return self.key_up(event)
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def key_down(self, event):
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if event.unicode is not None\
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and len(event.unicode) > 0 and event.key not in \
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InputManager.special_keys:
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return InputEvent(InputManager.key, None, None, None,
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None, event.unicode)
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else:
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self.last_key = event.key
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self.down_time = time.time()
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return None
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def key_up(self, event):
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if self.last_key == event.key:
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if self.last_key == pygame.K_DOWN:
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direction = InputManager.down
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elif self.last_key == pygame.K_UP:
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direction = InputManager.up
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elif self.last_key == pygame.K_LEFT:
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direction = InputManager.left
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elif self.last_key == pygame.K_RIGHT:
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direction = InputManager.right
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elif self.last_key == pygame.K_RETURN:
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direction = InputManager.enter
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else:
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return None
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if direction is not None:
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if time.time() - self.down_time > \
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InputManager.long_click_min_time:
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longpress = True
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else:
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longpress = False
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return InputEvent(InputManager.key, None, None, None,
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direction, self.last_key,
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longpress=longpress)
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def mouse_down(self, event):
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self.down_pos = event.pos
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self.down_button = event.button
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self.down_time = time.time()
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def mouse_up(self, event):
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self.up_pos = event.pos
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if abs(self.down_pos[0] -
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self.up_pos[0]) < self.max_move_margin:
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if abs(self.down_pos[1] -
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self.up_pos[1]) < self.max_move_margin:
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if time.time() - InputManager.long_click_min_time > \
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self.down_time:
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return InputEvent(InputManager.long_click,
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self.down_pos,
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self.up_pos, None, None)
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else:
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return InputEvent(InputManager.click,
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self.down_pos,
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self.up_pos, None, None)
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elif abs(self.down_pos[1] - self.up_pos[1])\
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> self.min_swipe_move:
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return InputEvent(InputManager.swipe, self.down_pos,
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self.up_pos, True, None)
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elif self.down_pos[1] - self.up_pos[1] < self.max_move_margin:
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if abs(self.down_pos[0] - self.up_pos[0]) > \
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self.min_swipe_move:
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return InputEvent(InputManager.swipe, self.down_pos,
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self.up_pos, False, None)
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class InputEvent:
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def __init__(self, event_type, down_pos, current_pos, vertical,
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direction, unicode=None, longpress=False):
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self.type = event_type
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self.down_pos = down_pos
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self.current_pos = current_pos
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self.unicode = unicode
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self.longpress = longpress
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if event_type is InputManager.swipe and direction is None:
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if vertical:
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if self.down_pos[1] < self.current_pos[1]:
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self.direction = InputManager.down
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else:
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self.direction = InputManager.up
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else:
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if self.down_pos[0] < self.current_pos[0]:
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self.direction = InputManager.right
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else:
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self.direction = InputManager.left
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else:
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self.direction = direction
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