Python glfw.KEY_A Examples
The following are 8
code examples of glfw.KEY_A().
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Example #1
Source File: glfw.py From pyimgui with BSD 3-Clause "New" or "Revised" License | 6 votes |
def _map_keys(self): key_map = self.io.key_map key_map[imgui.KEY_TAB] = glfw.KEY_TAB key_map[imgui.KEY_LEFT_ARROW] = glfw.KEY_LEFT key_map[imgui.KEY_RIGHT_ARROW] = glfw.KEY_RIGHT key_map[imgui.KEY_UP_ARROW] = glfw.KEY_UP key_map[imgui.KEY_DOWN_ARROW] = glfw.KEY_DOWN key_map[imgui.KEY_PAGE_UP] = glfw.KEY_PAGE_UP key_map[imgui.KEY_PAGE_DOWN] = glfw.KEY_PAGE_DOWN key_map[imgui.KEY_HOME] = glfw.KEY_HOME key_map[imgui.KEY_END] = glfw.KEY_END key_map[imgui.KEY_DELETE] = glfw.KEY_DELETE key_map[imgui.KEY_BACKSPACE] = glfw.KEY_BACKSPACE key_map[imgui.KEY_ENTER] = glfw.KEY_ENTER key_map[imgui.KEY_ESCAPE] = glfw.KEY_ESCAPE key_map[imgui.KEY_A] = glfw.KEY_A key_map[imgui.KEY_C] = glfw.KEY_C key_map[imgui.KEY_V] = glfw.KEY_V key_map[imgui.KEY_X] = glfw.KEY_X key_map[imgui.KEY_Y] = glfw.KEY_Y key_map[imgui.KEY_Z] = glfw.KEY_Z
Example #2
Source File: ep21_texturing_from_framebuffers.py From Learn-OpenGL-in-python with GNU Lesser General Public License v3.0 | 6 votes |
def key_input_clb(window, key, scancode, action, mode): global left, right, forward, backward if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) if key == glfw.KEY_W and action == glfw.PRESS: forward = True elif key == glfw.KEY_W and action == glfw.RELEASE: forward = False if key == glfw.KEY_S and action == glfw.PRESS: backward = True elif key == glfw.KEY_S and action == glfw.RELEASE: backward = False if key == glfw.KEY_A and action == glfw.PRESS: left = True elif key == glfw.KEY_A and action == glfw.RELEASE: left = False if key == glfw.KEY_D and action == glfw.PRESS: right = True elif key == glfw.KEY_D and action == glfw.RELEASE: right = False # do the movement, call this function in the main loop
Example #3
Source File: ep20_instanced_rendering.py From Learn-OpenGL-in-python with GNU Lesser General Public License v3.0 | 6 votes |
def key_input_clb(window, key, scancode, action, mode): global left, right, forward, backward if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) if key == glfw.KEY_W and action == glfw.PRESS: forward = True elif key == glfw.KEY_W and action == glfw.RELEASE: forward = False if key == glfw.KEY_S and action == glfw.PRESS: backward = True elif key == glfw.KEY_S and action == glfw.RELEASE: backward = False if key == glfw.KEY_A and action == glfw.PRESS: left = True elif key == glfw.KEY_A and action == glfw.RELEASE: left = False if key == glfw.KEY_D and action == glfw.PRESS: right = True elif key == glfw.KEY_D and action == glfw.RELEASE: right = False # do the movement, call this function in the main loop
Example #4
Source File: keyboard.py From robosuite with MIT License | 5 votes |
def on_press(self, window, key, scancode, action, mods): """ Key handler for key presses. """ # controls for moving position if key == glfw.KEY_W: self.pos[0] -= self._pos_step # dec x elif key == glfw.KEY_S: self.pos[0] += self._pos_step # inc x elif key == glfw.KEY_A: self.pos[1] -= self._pos_step # dec y elif key == glfw.KEY_D: self.pos[1] += self._pos_step # inc y elif key == glfw.KEY_F: self.pos[2] -= self._pos_step # dec z elif key == glfw.KEY_R: self.pos[2] += self._pos_step # inc z # controls for moving orientation elif key == glfw.KEY_Z: drot = rotation_matrix(angle=0.1, direction=[1., 0., 0.])[:3, :3] self.rotation = self.rotation.dot(drot) # rotates x elif key == glfw.KEY_X: drot = rotation_matrix(angle=-0.1, direction=[1., 0., 0.])[:3, :3] self.rotation = self.rotation.dot(drot) # rotates x elif key == glfw.KEY_T: drot = rotation_matrix(angle=0.1, direction=[0., 1., 0.])[:3, :3] self.rotation = self.rotation.dot(drot) # rotates y elif key == glfw.KEY_G: drot = rotation_matrix(angle=-0.1, direction=[0., 1., 0.])[:3, :3] self.rotation = self.rotation.dot(drot) # rotates y elif key == glfw.KEY_C: drot = rotation_matrix(angle=0.1, direction=[0., 0., 1.])[:3, :3] self.rotation = self.rotation.dot(drot) # rotates z elif key == glfw.KEY_V: drot = rotation_matrix(angle=-0.1, direction=[0., 0., 1.])[:3, :3] self.rotation = self.rotation.dot(drot) # rotates z
Example #5
Source File: env_viewer.py From mujoco-worldgen with MIT License | 5 votes |
def key_callback(self, window, key, scancode, action, mods): # Trigger on keyup only: if action != glfw.RELEASE: return if key == glfw.KEY_ESCAPE: self.env.close() # Increment experiment seed elif key == glfw.KEY_N: self.seed[0] += 1 self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) # Decrement experiment trial elif key == glfw.KEY_P: self.seed = [max(self.seed[0] - 1, 0)] self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) if key == glfw.KEY_A: if isinstance(self.env.action_space, Box): self.action[self.action_mod_index] -= 0.05 elif key == glfw.KEY_Z: if isinstance(self.env.action_space, Box): self.action[self.action_mod_index] += 0.05 elif key == glfw.KEY_K: self.action_mod_index = (self.action_mod_index + 1) % self.num_action elif key == glfw.KEY_J: self.action_mod_index = (self.action_mod_index - 1) % self.num_action super().key_callback(window, key, scancode, action, mods)
Example #6
Source File: ep18_camera_WASD.py From Learn-OpenGL-in-python with GNU Lesser General Public License v3.0 | 5 votes |
def key_input_clb(window, key, scancode, action, mode): global left, right, forward, backward if key == glfw.KEY_ESCAPE and action == glfw.PRESS: glfw.set_window_should_close(window, True) if key == glfw.KEY_W and action == glfw.PRESS: forward = True elif key == glfw.KEY_W and action == glfw.RELEASE: forward = False if key == glfw.KEY_S and action == glfw.PRESS: backward = True elif key == glfw.KEY_S and action == glfw.RELEASE: backward = False if key == glfw.KEY_A and action == glfw.PRESS: left = True elif key == glfw.KEY_A and action == glfw.RELEASE: left = False if key == glfw.KEY_D and action == glfw.PRESS: right = True elif key == glfw.KEY_D and action == glfw.RELEASE: right = False # if key in [glfw.KEY_W, glfw.KEY_S, glfw.KEY_D, glfw.KEY_A] and action == glfw.RELEASE: # left, right, forward, backward = False, False, False, False # do the movement, call this function in the main loop
Example #7
Source File: tune_camera.py From robosuite with MIT License | 4 votes |
def on_press(self, window, key, scancode, action, mods): """ Key handler for key presses. """ # controls for moving position if key == glfw.KEY_W: # move forward move_camera(env=self.env, direction=[0., 0., -1.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_S: # move backward move_camera(env=self.env, direction=[0., 0., 1.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_A: # move left move_camera(env=self.env, direction=[-1., 0., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_D: # move right move_camera(env=self.env, direction=[1., 0., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_R: # move up move_camera(env=self.env, direction=[0., 1., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_F: # move down move_camera(env=self.env, direction=[0., -1., 0.], scale=DELTA_POS_KEY_PRESS, camera_id=self.camera_id) # controls for moving rotation elif key == glfw.KEY_UP: # rotate up rotate_camera(env=self.env, direction=[1., 0., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_DOWN: # rotate down rotate_camera(env=self.env, direction=[-1., 0., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_LEFT: # rotate left rotate_camera(env=self.env, direction=[0., 1., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_RIGHT: # rotate right rotate_camera(env=self.env, direction=[0., -1., 0.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_PERIOD: # rotate counterclockwise rotate_camera(env=self.env, direction=[0., 0., 1.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id) elif key == glfw.KEY_SLASH: # rotate clockwise rotate_camera(env=self.env, direction=[0., 0., -1.], angle=DELTA_ROT_KEY_PRESS, camera_id=self.camera_id)
Example #8
Source File: env_viewer.py From multi-agent-emergence-environments with MIT License | 4 votes |
def key_callback(self, window, key, scancode, action, mods): # Trigger on keyup only: if action != glfw.RELEASE: return if key == glfw.KEY_ESCAPE: self.env.close() # Increment experiment seed elif key == glfw.KEY_N: self.seed[0] += 1 self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) # Decrement experiment trial elif key == glfw.KEY_P: self.seed = [max(self.seed[0] - 1, 0)] self.env.seed(self.seed) self.env_reset() self.action = self.zero_action(self.env.action_space) current_action_space = self.env.action_space.spaces[self.action_types[self.action_type_mod_index]].spaces[0] if key == glfw.KEY_A: if isinstance(current_action_space, Box): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] -= 0.05 elif isinstance(current_action_space, Discrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] - 1) % current_action_space.n elif isinstance(current_action_space, MultiDiscrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] - 1) \ % current_action_space.nvec[self.action_mod_index] elif key == glfw.KEY_Z: if isinstance(current_action_space, Box): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] += 0.05 elif isinstance(current_action_space, Discrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index] + 1) % current_action_space.n elif isinstance(current_action_space, MultiDiscrete): self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] = \ (self.action[self.action_types[self.action_type_mod_index]][self.agent_mod_index][self.action_mod_index] + 1) \ % current_action_space.nvec[self.action_mod_index] elif key == glfw.KEY_K: self.action_mod_index = (self.action_mod_index + 1) % self.num_action[self.action_type_mod_index] elif key == glfw.KEY_J: self.action_mod_index = (self.action_mod_index - 1) % self.num_action[self.action_type_mod_index] elif key == glfw.KEY_Y: self.agent_mod_index = (self.agent_mod_index + 1) % self.n_agents elif key == glfw.KEY_U: self.agent_mod_index = (self.agent_mod_index - 1) % self.n_agents elif key == glfw.KEY_G: self.action_type_mod_index = (self.action_type_mod_index + 1) % self.num_action_types self.action_mod_index = 0 elif key == glfw.KEY_B: self.action_type_mod_index = (self.action_type_mod_index - 1) % self.num_action_types self.action_mod_index = 0 super().key_callback(window, key, scancode, action, mods)