Reputation: 870
I am trying to make a simplified Events class for pygame, i have been looking at this example, and looks like what i have been looking for, but when I run it i get an error:
if event.type == pygame.JOYBUTTONDOWN:
AttributeError: 'list' object has no attribute 'type'
I have made small edits to the code, here is my code in full:
import pygame
pygame.init()
# -*- coding: utf-8 -*-
#
# Freevial
# Common event-related classes and functions
#
# Copyright (C) 2007-2009 The Freevial Team
#
# By Carles Oriol i Margarit <[email protected]>
# By Siegfried-Angel Gevatter Pujals <[email protected]>
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
import sys
import re
import pygame
##from freevialglob import screenshot, if2
mouseButtons = {
'primary': 1,
'secondary': 2,
'middle': 3,
}
# Aliases for PS2 remotes
joystick_aliases = {
0: pygame.K_RETURN,
1: pygame.K_ESCAPE,
2: pygame.K_RETURN,
3: pygame.K_s,
4: pygame.K_F2,
5: pygame.K_a,
6: pygame.K_F1,
7: pygame.K_F3,
8: pygame.K_SPACE,
9: pygame.K_ESCAPE,
12: pygame.K_UP,
13: pygame.K_RIGHT,
14: pygame.K_DOWN,
15: pygame.K_LEFT,
}
class EventHandle:
"""
This class takes a pygame event and creates an object with convenient
methods to identify it.
"""
global mouseButtons
def __init__(self, event, do_base_actions = True):
if event.type == pygame.JOYBUTTONDOWN:
event = self._convert_joystick_event(event)
self.event = event
# The following line should be deprecated when eventLoop improves.
self.type = event.type
self.handled = False
if do_base_actions and self.base_actions():
self.handled = True
def _convert_joystick_event(self, event):
if joystick_aliases.get(event.button):
return pygame.event.Event(pygame.KEYUP, { 'key': joystick_aliases[ event.button ], 'unicode': u's', 'mod': 0 })
def _getKey(self, key):
if type(key) is str:
if key[:2] != 'K_':
key = 'K_' + key
key = getattr(pygame, key)
return key
def _isKeyEvent(self):
return hasattr(self.event, 'key')
def _isStateEvent(self):
return hasattr(self.event, 'state')
def _hasKey(self, keynames):
if not self._isKeyEvent():
return False
if len(keynames) == 1 and type(keynames[0]) is tuple:
keynames = keynames[0]
for key in keynames:
if self.event.key == self._getKey(key):
return True
return False
def isKey(self, *keynames):
return self._hasKey(keynames)
def isUp(self):
return self.event.type == pygame.KEYUP
def isDown(self):
return self.event.type == pygame.KEYDOWN
def isClick(self, request = 0):
if type(request) is not int:
request = mouseButtons[ request ]
return self.event.type == pygame.MOUSEBUTTONDOWN and (self.event.button == request or request == 0)
def isRelease(self, request = 0):
if type(request) is not int:
request = mouseButtons[ request ]
return self.event.type == pygame.MOUSEBUTTONUP and (self.event.button == request or request == 0)
def keyUp(self, *keynames):
if not self.isUp():
return False
if len(keynames) == 0:
return True
return self.isKey(*keynames)
def keyDown(self, *keynames):
if not self.isDown():
return False
if len(keynames) == 0:
return True
return self.isKey(keynames)
def isWindowMinimize(self):
return self._isStateEvent() and self.event.state == 6 and self.event.gain == 0
def isWindowRestore(self):
return self._isStateEvent() and self.event.state == 4 and self.event.gain == 1
def isWindowFocusLose(self):
return self._isStateEvent() and self.event.state == 1 and self.event.gain == 0
def isWindowFocusGain(self):
return self._isStateEvent() and self.event.state == 1 and self.event.gain == 1
def isQuit(self):
return self.event.type == pygame.QUIT
def str(self):
return if2(self._isKeyEvent(), printKey(self.event.key), '')
def is_user_action(self):
return self.event.type in (pygame.KEYUP, pygame.KEYDOWN,
pygame.MOUSEBUTTONUP, pygame.MOUSEBUTTONDOWN, pygame.JOYBUTTONDOWN)
def base_actions(self):
if self.isQuit():
sys.exit()
elif self.keyDown('PRINT'):
screenshot(pygame.display.get_surface())
return True
elif self.isWindowFocusLose() or self.isWindowFocusGain():
# Those aren't interesting, skip them.
# We could also do some CPU saving here, but this would produce
# bad synchronization between the music and the images.
return True
elif self.keyUp('F11'):
pygame.display.toggle_fullscreen()
return True
elif self.isWindowMinimize():
pauseGameUntilRestore()
return True
else:
return False
def eventLoop():
"""
Generator which runs through the event loop, takes care of global
events and yields the unhandled event objects.
This function may be expanded in the future to add support for
external events (which could come from DBUS or other sources).
"""
for event in pygame.event.get():
eventhandle = EventHandle(event)
if eventhandle.handled: continue
yield eventhandle
def waitForMouseRelease():
while pygame.mouse.get_pressed()[0] + pygame.mouse.get_pressed()[1] + pygame.mouse.get_pressed()[2] != 0:
pygame.event.wait()
def pauseGameUntilRestore():
while True:
for event in pygame.event.get():
if EventHandle(event).isWindowRestore():
return False
# Sleep for 10 milliseconds.
# This has no visible effect but will drastically reduce CPU usage.
pygame.time.wait(10)
aobert = atancat = adieresi = acirc = False
accents = [u"aeiou", u"àèìòù", u"áéíóú", u"äëïöü", u"âêîôû" ]
def printKey(tecla):
""" Translates a pygame Key object for on-game printing of it's value. """
global aobert, atancat, adieresi, acirc, accents
keyname = pygame.key.name(tecla)
if keyname == 'space':
return ' '
if keyname == 'world 71':
if pygame.key.get_mods() & pygame.KMOD_SHIFT:
return u'Ç'
else:
return u'ç'
if keyname == 'tab':
return ' '
if len(keyname) == 3 and keyname[:1] == '[' and keyname[2:] == ']':
keyname = keyname[1:2]
pos = accents[0].find(keyname)
if pos != -1:
if aobert: keyname = accents[1][pos]
if atancat: keyname = accents[2][pos]
if adieresi: keyname = accents[3][pos]
if acirc: keyname = accents[4][pos]
if pygame.key.get_mods() & pygame.KMOD_SHIFT:
keyname = keyname.upper()
if tecla == 314:
if pygame.key.get_mods() & pygame.KMOD_SHIFT:
atancat = True
elif pygame.key.get_mods() & pygame.KMOD_CTRL:
adieresi = True
elif pygame.key.get_mods() & pygame.KMOD_ALT:
acirc = True
else:
aobert = True
else:
aobert = atancat = adieresi = acirc = False
if not re.search(u"^[a-zA-Z0-9,.+'-/*àèìòùáéíóúäëïöüâêîôû ]$", keyname):
return ''
return keyname
event = pygame.event.get()
events = EventHandle(event)
I dont need joystick events, just key and mouse. I just want a simple abrstaction and this seems to do this, but it doesnt look like it works,
Any suggestions?
Upvotes: 0
Views: 1445
Reputation: 121987
Your problem is right at the very end of your code:
event = pygame.event.get()
events = EventHandle(event)
event.get()
gives you a list of events, which is why you usually see, as you have correctly used elsewhere in your code:
for event in pygame.event.get():
Your EventHandle.__init__
is expecting only a single event, not a list of them. For a single event, you can use event.poll()
:
event = EventHandle(pygame.event.poll())
Upvotes: 2